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.
How Hunter’s Mark plays
As a bonus action you mark a creature you can see within 90 feet. For up to an hour, while you concentrate, every weapon attack that hits it deals an extra 1d6 damage, and you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find it. When the target drops to 0 hit points, you can use a bonus action on a later turn to move the mark to a new creature without spending another slot.
It’s the ranger’s bread-and-butter spell. One 1st-level slot can last through several fights in a row, adding 3.5 damage to every hit. For a ranger with Extra Attack, that’s about 7 extra damage a round against a single foe.
When to pick Hunter’s Mark
Almost every ranger takes it at 2nd level. It’s strongest against single tough enemies that take several turns to bring down.
Mind the bonus action. Casting it and moving it both use your bonus action, which competes with an off-hand attack if you fight with two weapons.
Upcast it for long hunts. With a 3rd- or 4th-level slot it lasts up to 8 hours, and with 5th or higher up to 24 hours, as long as you don’t lose concentration.
Common questions
Does Hunter’s Mark add damage to every attack?
Every weapon attack that hits the marked target, including extra attacks and off-hand attacks. It doesn’t add to spell attacks.
Can I move Hunter’s Mark to a new target?
Only after the current target drops to 0 hit points. Then you can use a bonus action on a later turn to mark a new creature, without casting the spell again.
Does the extra damage double on a critical hit?
Yes. It’s an extra damage die from the hit, so it’s rolled twice on a critical like the weapon’s own dice.
Can I cast Hunter’s Mark and another spell on the same turn?
Only a cantrip with a casting time of 1 action, because it’s a bonus-action spell. Moving the mark later isn’t casting a spell, so it doesn’t limit you.
Does Hunter’s Mark stack with Hex?
Yes, they’re different spells. You’d need to concentrate on both, though, which you can’t do, so in practice one character can’t use both at once.
Did the 2024 rules change Hunter’s Mark?
Yes. In the 2024 Player’s Handbook, rangers always have it prepared and can cast it a few times a day without a slot. This page and the builder use the 2014 rules.
The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:
Same level, casting time, range, components, duration and dice; the text is reworded for the 2024 rules glossary.
Casting time
Bonus Action
Range
90 feet
Components
V
Duration
Concentration, up to 1 hour
School
Divination
Level
1
Classes
Ranger
Tags
concentration
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 take a Bonus Action to move the mark to 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).
2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.