Level
1st
Casting Time
1 Bonus Action
Range/Area
90 ft.
Components
V
Duration
Concentration
1 Hour
School
Divination
Attack/Save
None
Damage/Effect
Bludgeoning (...)
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
I’m pretty sure it behaves just like hex. If the target dies, use your next available BA to move the mark.
If they meant the next turn, they probably would have written next turn, not "a subsequent turn", so I would think you could wait a few turns, or even a few hours if it is still active
If you are a ranger with two shortswords and use dual weapon fighting, does "hit it with a weapon attack" mean I get to apply it twice for this attack action or only once per attack action?
What is its casting time
So, settle a debate between me and my DM:
I believe that using the word "subsequent" lets me carry this spell with me as long as the concentration remains. So if I have a battle, that battle ends, and another battle begins in another part of a dungeon a few minutes later, than as long as I hadn't broken concentration, I should be able to once again mark another target.
But he insists that these type spells are battle to battle, and that my character wouldn't maintain concentration on a spell once he believed a battle to be over. I maintained that as we're exploring a dungeon, I would never stop being ready for a fight.
Thoughts?
It kinda sounds like your DM is just asking for an excuse to make you burn spell slots. By RAW, combat ending is not a factor that can break concentration.
From Basic Rules, Spellcasting Duration (PHB, 203-204)
Tl;dr: if nothing else is disrupting your concentration, the only thing that limits how long a spell can be held is the duration limit specified in the spell's description.
yes
It would state "the next turn" if that were the intention. It even uses the very open "a" when describing which subsequent turn. If your DM really wants to burn your spell slots for no good reason, just shift it to a fly or something at the end of each fight and carry it around with you in a vial or something so you can easily get it ready when combat seems imminent or pop it open and stick your finger in on your first turn. Hell, don't want to risk wasting an action/BA? Find a way to stick the fly to the handle of the weapon so it dies when you draw the weapon. It's a pretty good spell, but it's not good enough to make that arbitrary limitation, especially when it uses your concentration (which does also prevent you from dropping it as a 5th level before a long rest unfortunately)... And if you're using the variant where it doesn't require concentration? It doesn't count against your spells known and can be cast without expending a spell slot probably a good 2-3 times at least per long rest...
Well, with Tasha's Cauldron release, the "hunter's mark" class variant (Favored Foe) is back to requiring concentration, so that doesn't help... and it's limited to the first time on each of your turns that you hit your favored enemy (marked target).... vs "whenever you hit" with Hunter's Mark. They dropped the ball with this variant feature. Doesn't solve anything, except to save spell slots for those ranger players that always cast hunter's mark.
My idea: Revised Favored Foe... that simply modifies Hunter's Mark using the wording of the Fey Reinforcement feature (11th level, Fey Wanderer)...
"You know hunter's mark. It doesn’t count against the number of ranger spells you know, and you can cast it without [...] components. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest [perhaps short rest?]
Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting."
Note: Multiple casting wouldn't stack, as per the Combining Different Effects rule.
Does this stack with the new Favored Foe feature in Tasha's? If not, then Favored Foe seems really bad.
Both hunter's mark and favored foe require concentration, so they can't be active at the same time.
Does it cost another spell slot to move it to another target?
Close. It's a BA on any subsequent turn - so you couldn't kill a target and then move the hex/mark on the same turn but, if your target is already dead, you could move the hex/mark onto a new target and then attack it.
If it did it would be stated in the spell.
A possible use for the extended time period would be a chase scenario. You've made it through the cannon fodder, and are facing the bbeg of this encounter or quest. You get him to 50% hp and he's like "***** this, I'm out!" You cast hunter's mark as he's fleeing but within range (one turn window to do so, i would think) and boom. He's easier to track down and finish the job before his or your next long rest.
Do you have a link for the source I can't find this variant.
Do you have a link for the source I can't find this variant.
But it is a ranger spell
It is any turn after because it says “a subsequent turn” instead of the subsequent turn the subsequent turn means the one directly after it was cast, but a subsequent turn means any turn after the one it was cast on but before the spell ends.
Do you need to be in range of 90ft of a other target when the one before gets his HP to 0? Can you choose a next target without using a spell slot when you find one within a hour of the last one having his HP reduced to 0?