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 might not be reading it right, but this spell does not have a jump limit. So unlike Chaos Bolt and Chain Lightning, is this thing capable of Line of Sight after initial cast. If so we have a bage of rats set up. Admittedly it is a first level ranger spell that requires concentration, so limited use.
This is something to discuss with your GM/DM. They may consider the spell to work a certain way and you should be able to understand that. If they seem to restrictive hopefully you have a good enough relationship to talk it through.
At very least my expectation:
I think of Hunter's Mark as a supernatural link to the target. It gives you a vague idea of where they are (Bonus to perception (find) and survival (track)) as well as additional damage. So, if you were close enough to said dead troll and left you hunter's Mark on them you would not know if they came back to life but if they started walking around you would notice they are moving around. However, if you were too far away, say a mile or more, there would be no reasonable reason you'd notice them move unless they started moving very fast.
As for teleporting away you'd feel the sudden change in direction, but, as GM, I would not say you had any reasonable way to track them, just that they suddenly moved in a vague direction.
No save, because it just automatically applies to the target. In theory, if the target doesn’t see you, and doesn’t hear the verbal component, yes, they wouldn’t notice the spell on them. Also, yes, spells dissipating outside of their range does definitely hurt this spell, making only the extra d6 worth it. So long as it’s in that 90ft area(which is rather large, if you think about it, taking the average person 3 combat turns to walk), you maintain the spell and can track the target more easily. If they are in a maze or a forest, or some such area where there is plenty of places to hide, then that could help you find them, but otherwise, it’s best for the d6 per hit.
Edit: I will note though, that a lot of people here seem to assume that maintaining concentration on spells outside of their range is some impossible feat(I was one of them)… except that there is no rule that states that. The range is for the casting of the spell, not holding on to concentration for it. So yeah. 24 hours of tracking a target that you got close to once? That seems reasonable to me.
Do you lose Hunter's Mark when the foe is more than 90 feet away?
This spell doest use concentration?? according to my book it does
No. Depending on the Spell lvl slot you used, Hunter's Mark would maintain. 5th lvl casting (for example) will let you maintain it for up to 24 hours. So you can move it from target to target within this time frame so long as concentration is not interrupted. You just need to use Bonus Action to reaquire a new target while the spell is active.
It does. There was some revisions that took this away, but it seems to be added back that concentration is a requirement.
(Rangers lack some of the appeal of other choices, so it's unfortunate that this lovely perk wasn't left as a non concentration item, and more of a class advantage item after level 2 or 3.)
.
No.
Is this just hex for rangers(or oath of vengeance paladins)?
How do you choose the damage type for Hunter's Mark when your weapon does something other than Bludgeoning, Slashing or Piercing?
If you decided Bludgeoning, could you then use the Crusher feat to use the damage from Hunter's Mark to shove 5ft?
The spell requires verbal components so unless the caster has subtle spell via sorcerer levels or metamagic adept, the target would hear the spell unless there was lots of noise. The target probably wouldn't know what the words meant so the answer to your question is no, the target wouldn't normally know unless they had experienced the spell before or could cast it..
Most spells have a fairly short range. Ranged weapons like crossbows and bows have a longer range to balance their damage being much lower than spells.
I'm not 100% sure but I think it means as long as you remain concentrating on it. If in doubt ask your DM and if you are the DM then just decide on the moment.
I'm not 100% sure but I think it means as long as you remain concentrating on it. If in doubt ask your DM and if you are the DM then just decide on the moment.
agreed
Each shortsword would deal an extra 1d6 damage but you could only make 1 shortsword attack on the turn that you cast hunters mark as it requires a bonus action, but afterwards yes
This is actually kinda broken if you use it right
This is actually kinda broken if you use it right