You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
Once you achieve level 3, you gain new benefits granted by Hunter's Mark, you gain a special bonus relating to the type of weapon you use on a marked creature. This benefit is not an extension of the weapon, but you yourself, meaning you can use this benefit on any ranged or melee weapon, magical or not. If you attack a creature with a ranged weapon while it is marked via this spell, you can add a +1 to the attack roll and damage roll of the attack and your weapon attacks score a critical hit on a 19 or 20. If you attack a creature with a melee weapon while it is marked via this spell, you can add a +1 to the attack roll and damage roll and until the start of your next turn you gain a bonus to your AC equal to 1d6. You can only benefit from one of these effects once per turn and multiple attacks per turn do not stack the effects.
Having access to this spell also grants the caster a new use of Hunter's Mark, titled Hunter's Focus. Whenever you make an ability check, you can choose to expend a use of Hunter's Mark to double your proficiency bonus for the chosen skill, after the roll but before the outcome. Using Hunter's Mark this way takes one usage and you regain it the same way you do the normal spell.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).
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