Hunter's Mark
- Level & School
- 1st-level divination
- Casting Time
- Bonus action
- Range
- 90 feet
- Components
- V
- Duration
- Concentration, up to 1 hour
- Classes
- Ranger
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.
If the target drops to 0 Hit Points before this spell ends, you can use a Bonus Action to mark 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).
- Level & School
- 1st-level divination
- Casting Time
- Bonus action
- Range
- 90 feet
- Components
- V
- Duration
- Concentration, 1 hour
- Classes
- Ranger
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.
Using a Higher-Level Spell Slot. 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.
Hunter's Mark 5.5e 2024 vs. 5e 2014 edition differences
The 2024 version specifies "up to 1 hour" duration, while the 2014 version states exactly 1 hour, with longer durations at higher spell slots. The damage in 2024 is Force damage instead of unspecified damage. Advantage on Wisdom checks is clarified as "Wisdom (Perception or Survival)." The 2024 version simplifies the concentration extension wording.
Spells similar to Hunter's Mark
Hex, 1st-level enchantment
It marks a target for up to an hour while you deal extra damage on hits, making it mechanically the closest analogue to this spell.Ensnaring Strike, 1st-level conjuration
A ranger attack-focused spell that is cast in conjunction with an attack and then creates an ongoing effect tied to hitting a creature.Mind Spike, 2nd-level divination
This divination can tag a creature for a duration and deals damage while also giving information about the target, echoing both halves of the target spell.Faerie Fire, 1st-level evocation
It helps your allies (and you) hit a chosen creature or area by granting advantage against affected targets and lasts with concentration.Hail of Thorns, 1st-level conjuration
A ranger first-level option that augments your attack to add extra damage effects when you hit, used in similar tactical moments.