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
Both deal extra damage when hitting the target and can be used on a different target if the original one is defeated.Guidance
Both provide a boost to the user's effectiveness; however, Hunter's Mark is attack-focused while Guidance is for ability checks.Compelled Duel
Compels the target creature into a focus similar to how Hunter's Mark helps a ranger focus on their quarry.Alarm
Both are utility spells that help the ranger's awareness regarding threats or targets within their vicinity.Animal Friendship
Similar to marking a target, Animal Friendship is focused on controlling a creature type by charm.