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Hunter's Mark

Divination
Level: 1st-level
Casting Time: 1 bonus action
Range: 90 feet
Duration: Up to 1 hour
Components: V

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.

Concentration

Spell Details

School: Divination
Level: 1
Ritual: No
Concentration: Yes
Classes: Paladin, Ranger
S-Tier Consistent damage scaling, no concentration after casting, and synergizes with any weapon-focused build makes this a top-tier damage multiplier.

Player Guide

Cast Hunter's Mark before combat or on the first turn to maximize damage output across the encounter. Since it requires concentration, avoid stacking with other concentration spells like hex or spiritual weapon. Recast on priority targets that will survive multiple rounds, and leverage its 1-hour duration to maintain the mark across multiple encounters. The extra 1d6 damage per hit compounds dramatically with extra attacks, making this essential for weapon-focused casters like Rangers and Hexblades.

DM Tips

Remember Hunter's Mark requires concentration and ends if the target dies or moves beyond 5 miles; remind players they can use a bonus action to switch marks. Consider enemy AC and player attack bonuses when assessing whether the bonus damage justifies the concentration slot in your encounter design.