Ranger
Base Class: Ranger

Some rangers learn a quarry by footprint and broken twig. A Markwarden learns it by brand. In these hands hunter's mark is not a passing hex. It is a claim cut into the prey, a wound the world itself remembers. Allies can follow it. Cover cannot hide it. Hide, ward, and resistant flesh fail against it.

Relentless Mark

3rd-level Markwarden feature

The brand is yours to set as often as the hunt requires. Except where this feature says otherwise, hunter's mark works as written: it is still cast as a bonus action, and you can still use a bonus action on a later turn to move a mark from a target that has dropped to 0 hit points.

At-Will Brand. You can cast hunter's mark at will, without expending a spell slot.

Unbroken Claim. Hunter's mark doesn't require concentration when you cast it. A mark lasts for the spell's full duration, until you dismiss it (no action required), until you die, or until you end it by casting the spell again in a way that replaces it.

Quarry Sense. You always know the exact location of each creature under the effect of your hunter's mark, if the two of you are on the same plane. Cover, invisibility, darkness, and magic that conceals location do not block this knowledge. It does not let you see the creature, and it does not let an attack or spell ignore total cover.

Brand Damage. Whenever a creature takes the extra damage of your hunter's mark, it takes additional damage of the same type equal to your Wisdom modifier (minimum of +1).

Deeper Brands. When you cast hunter's mark using a spell slot of 2nd level or higher, two things happen for each slot level above 1st: the extra damage increases by 1d6, and you can place the mark on one additional creature within range. A 2nd-level slot is 2d6 against each of two creatures; a 3rd-level slot is 3d6 against each of three; and so on. These benefits replace the spell's normal higher-level effect (the duration does not increase). A creature can be under only one of your marks at a time.

Opening Edge. Attack rolls against a creature under the effect of your hunter's mark score a critical hit on a roll of 19 or 20. This applies to your attack rolls and to the attack rolls of other creatures.

Shared Quarry

7th-level Markwarden feature

Keener Edge. Opening Edge improves. Attack rolls against a marked creature score a critical hit on a roll of 18, 19, or 20, for you and for other creatures.

Pack Brand. The extra damage of your hunter's mark, including Brand Damage, is no longer limited to your own hits. A marked creature takes that extra damage whenever any creature, including you, hits it with a weapon attack.

Spell Brand. Spell attacks deal the brand as well. When you or another creature hits a marked creature with a spell attack, the marked creature takes the extra damage of your hunter's mark, including Brand Damage.

Exposed. Attack rolls against a creature under the effect of your hunter's mark have advantage.

No Refuge. A creature under the effect of your hunter's mark can't benefit from resistance to damage.

Fatal Brand

11th-level Markwarden feature

Blood Edge. Opening Edge improves again. Attack rolls against a marked creature score a critical hit on a roll of 17, 18, 19, or 20, for you and for other creatures.

Torn Mark. When a critical hit is inflicted on a creature under the effect of your hunter's mark, the extra damage from the spell is doubled. If that damage is already doubled because it is part of the critical hit, double it again.

Sure Aim. If any creature rolls a 1 on an attack roll against a creature under the effect of your hunter's mark, it rerolls the d20 and must use the new roll. If that roll is also a 1, it rerolls again until the result is higher than 1.

Guided Strikes. Attack rolls against a creature under the effect of your hunter's mark gain a bonus equal to your Wisdom modifier (minimum of +1). This applies to you and to other creatures.

Mortal Quarry

15th-level Markwarden feature

Killing Edge. Opening Edge reaches its peak. Attack rolls against a marked creature score a critical hit on a roll of 16, 17, 18, 19, or 20, for you and for other creatures.

Open Flesh. A creature under the effect of your hunter's mark is vulnerable to bludgeoning, piercing, and slashing damage. Resistance and immunity does not cancel this vulnerability.

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