Hunter's Mark
1st-Level Divination Spell (Ranger)
Casting Time: Bonus Action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
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 If you have Advantage on a D20 Test , roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
on any Wisdom (Wisdom (Perception) allows you to use a combination of senses to notice something that's easy to miss.
or Wisdom (Survival) allows you to follow tracks, forage, find a trail, or avoid natural hazards.
) check you make to find it.
If the target drops to 0 Hit Points (HP) are a measure of how difficult it is to kill or destroy a creature or an object. Damage reduces Hit Points, and healing restores them. You can't have more Hit Points than your Hit Point maximum, and you can't have less than 0. See also Breaking Objects and Damage and Healing .
before this spell ends, you can take a A Bonus Action is a special action that you can take on the same turn that you take an action. You can't take more than one Bonus Action on a turn, and you have a Bonus Action to take only if a rule explicitly says so. See also Actions .
to move the mark to a new creature you can see within range.
At Higher Levels: Your Some spells and other effects require Concentration to remain active, as specified in their descriptions. If the effect's creator loses Concentration, the effect ends. If the effect has a maximum duration, the effect's description specifies how long the creator can concentrate on it: up to 1 minute, 1 hour, or some other duration. The creator can end Concentration at any time (no action required). The following factors break Concentration.
Another Concentration Effect. You lose Concentration on an effect the moment you start casting a spell that requires Concentration or activate another effect that requires Concentration.
Damage. If you take damage, you must succeed on a Constitution saving throw to maintain Concentration. The DC equals 10 or half the damage taken (round down), whichever number is higher, up to a maximum DC of 30.
Incapacitated or Dead. Your Concentration ends if you have the Incapacitated condition or you die.
can last longer with a spell slot of level 3-4 (up to 8 hours) or 5+ (up to 24 hours).
Source: Player's Handbook, p. 287