Hunter's Mark

  • casting time1 bonus action
  • range90 feet

  • componentsV
  • durationConcentration, up to 1 hour

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 Force damage to the target whenever you hit it with a weapon attack, and you 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 take a Bonus Action to mark a new creature you can see within range.

You always have Hunter's Mark prepared and may cast it 2+ times (see Favored Enemy column on pg. 120) per Long Rest w/o expending a spell slot.

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.

Ranger 1st Divination