The Thieves Guild
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Spells & Rituals

Hunter's Mark

Level 1 •
Divination

Casting Time: 1 bonus action
Range: 90 ft
Components: V
Duration: Concentration
, up to 1 hour
Damage Type: Weapon

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.
Verbal Component: Scopum di Venator
Verbal Component (Alternative): Try and run, even in the dark, you cannot escape, my hunters mark.

Class: Ranger

Tags: Damage, Debuff

Source: Player's Handbook [5th Edition] (page 251)

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