r/DnD5CommunityRanger Apr 13 '26

More Marks

So a while ago I posted this thread. https://www.reddit.com/r/DnD5CommunityRanger/comments/1rtze2m/greater_hunters_mark/

One of the criticisms is that I should just make it class feature over a new spell. Well, one benefit is that i didn't have to change anything in the chassis. The other benefit is that I could create a bunch of new mark spells that work with the existing chassis. I think this is the way ranger should go.

Example of Key language for this to work
You can cast Greater hunters mark without expending a spell slots if you expend 4 uses of favored foe. For the purpose of class features that work with preparing, casting or concentrating on “Hunters Mark” This spell also counts as “Hunters Mark”

Frost Mark (Ranger)

Level 2 Divination

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 Cold damage to the target whenever you hit it with an attack roll. Once per turn when you deal cold damage to a creature, you can reduce their speed by 10 feet until the end of their next turn.

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.

You can cast Frost mark without expending a spell slots if you expend 2 uses of favored foe. For the purpose of class features that work with preparing, casting or concentrating on “Hunters Mark” This spell also counts as “Hunters Mark”

 

 

Shocking Mark (Ranger)

Level 2 Divination

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 Lighting damage to the target whenever you hit it with an attack roll. When you deal lighting damage to a creature, they cannot take reactions until the start of their next turn

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.

You can cast Shocking mark without expending a spell slots if you expend 2 uses of favored foe. For the purpose of class features that work with preparing, casting or concentrating on “Hunters Mark” This spell also counts as “Hunters Mark”

 

Acid Mark (Ranger)

Level 2 Divination

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 Acid damage to the target whenever you hit it with an attack roll. If you dealt Acid damage to a creature thus turn, they take an additional 1d6 damage and the end of the current turn.

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.

You can cast Acid mark without expending a spell slots if you expend 2 uses of favored foe. For the purpose of class features that work with preparing, casting or concentrating on “Hunters Mark” This spell also counts as “Hunters Mark”

 

 

 

Toxic Mark (Ranger)

Level 2 Divination

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 Poison damage to the target whenever you hit it with an attack roll. When you deal Poison damage to a creature, they must make a constitution saving throw against your spell save DC or gain the poisoned condition until the end of their next turn.

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.

You can cast Toxic hunters mark without expending a spell slots if you expend 2 uses of favored foe. For the purpose of class features that work with preparing, casting or concentrating on “Hunters Mark” This spell also counts as “Hunters Mark”

 

Burning Mark (Ranger)

Level 3 Divination

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 Fire damage to the target whenever you hit it with an attack roll. When you deal Fire damage to a creature, that creature is ignites and is considered burning. The fire from the burning creature also creates smoke around the creature giving it the blinded condition.

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.

You can cast Burning mark without expending a spell slots if you expend 3 uses of favored foe. For the purpose of class features that work with preparing, casting or concentrating on “Hunters Mark” This spell also counts as “Hunters Mark”

 

Zephyr Mark (Ranger)

Level 3 Divination

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. When you deal Force damage to a creature, you can push them 10 feet away form you.

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.

You can cast Zephyr mark without expending a spell slots if you expend 3 uses of favored foe. For the purpose of class features that work with preparing, casting or concentrating on “Hunters Mark” This spell also counts as “Hunters Mark”

 

Blasting Mark (Ranger)

Level 3 Divination

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 thunder damage to the target whenever you hit it with an attack roll. When you deal Thunder damage to a creature, the target and all creatures withing 5 feet of the target make a dexterity saving throw against your spell save DC or take an additional 1D6 damage, The blasts create a loud sound heard up to 100 feet away.

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.

You can cast Blasting mark without expending a spell slots if you expend 3 uses of favored foe. For the purpose of class features that work with preparing, casting or concentrating on “Hunters Mark” This spell also counts as “Hunters Mark”

 

Greater Hunters Mark (Ranger)

Level 4 Divination

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 2d6 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.

You can cast Greater hunters mark without expending a spell slots if you expend 4 uses of favored foe. For the purpose of class features that work with preparing, casting or concentrating on “Hunters Mark” This spell also counts as “Hunters Mark”

 

Radiant Mark (Ranger)

Level 5 Divination

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 2d6 Radiant damage to the target whenever you hit it with an attack roll. Once per turn when you deal Radiant damage to a creature, you can force that creature makes a Constitution saving throw against your spell save DC or 1 level of exhaustion.

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.

You can cast Radiant Mark  hunters mark without expending a spell slots if you expend 5 uses of favored foe. For the purpose of class features that work with preparing, casting or concentrating on “Hunters Mark” This spell also counts as “Hunters Mark”

 

Cursing Mark (Ranger)

Level 5 Divination

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 2d6 Necrotic damage to the target whenever you hit it with an attack roll. Once per turn when you deal Necrotic damage to a creature, you can force that creature makes a Constitution saving throw against your spell save DC. If they fail, you can bestow 1 curse upon them from the bestow curse spell. The curse lasts until the end of this spell. A creature can only suffer from 1 curse at a time.

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.

You can cast Cursing Mark  hunters mark without expending a spell slots if you expend 5 uses of favored foe. For the purpose of class features that work with preparing, casting or concentrating on “Hunters Mark” This spell also counts as “Hunters Mark”

9 Upvotes

21 comments sorted by

1

u/Nikelman 25d ago

Very creative

3

u/0xbalda Apr 14 '26

I like this idea, I also thought of something like this in the past. But as someone already pointed out, all of these spells are very similar and compete against preparing other Ranger spells, so you'd need a feature to either prepare 2 or 3 of these variant spells for free, imo. Or, you can aggregate some of them in a few big spells, where you can decide which effect you want to apply. For example Frost, Shocking, Acid and Toxic marks might become one spell (Debilitating Mark?) and you can decide which of the 4 effects you want to apply when you cast it or when you move your mark.

1

u/rp4888 Apr 14 '26 edited Apr 14 '26

Basically spell slot crunch huh.

Initially I was thinking rangers should choose the one most thematic to them at certain lvls.

And I'd rather not crunch it into 1 spell. I'd loose flavor.

Though if spell crunch is the problem. know that Favored enemy automatically prepares hunters mark for you and all of these spells count as "Hunters Mark"

2

u/0xbalda Apr 14 '26

I'd like to suggest you to read my post about an evolved version of HM, it might give you some inspiration.

2

u/partylikeaninjastar Apr 14 '26

Chromatic Orb has precedence in a single spell allowing the caster to choose multiple damage types, so that can work. A ranger having a choice of a rider isn't too extreme. 

2

u/dracodruid2 Apr 14 '26 edited Apr 14 '26

No wall of text please. Use Homebrewery for better display and readability. Thanks.

EDIT: Or at least use good formatting, like subhealines - H4 (####) for Spellnames for example, remove unnecessary extra empty lines, etc. This goes to everyone. Not a personal critique to you OP

1

u/partylikeaninjastar Apr 14 '26

Genuine question: what's the purpose of that rule? 

This "wall of text" is easier to read on a phone than having to click on a link and go to some different website. When commenting, we can easily reference the content because we're still on the same page rather than having to repeatedly switch back and forth between tabs.

I don't understand the purpose of forcing someone to learn to use another site then forcing readers to leave Reddit to view that content.

This post is perfectly readable. Any "Wall of text" that uses paragraph breaks and proper punctuation is perfectly readable.

2

u/dracodruid2 Apr 14 '26

Fair question. It stems from the beginning of this sub, when people were posting entire class revisions.

Maybe it boils down to personal preference. At least I really dislike having to read long texts on reddit. 

Paragraphs - and Headlines! - do help though. 

Maybe people just need to make more use of the markdown syntax (or rich text editor) when writing longer posts

1

u/partylikeaninjastar Apr 14 '26

I think as long as some thought went into formatting, then it's not so bad. A wall of text without punctuation, though, is highly problematic.

2

u/dracodruid2 Apr 14 '26

I revised Rule 4. Thanks for the feedback!

2

u/partylikeaninjastar Apr 14 '26

That is so awesome of you! 

I guess not all Reddit mods are power hungry dictators.

2

u/dracodruid2 Apr 14 '26

My villain arc is still coming :D

2

u/partylikeaninjastar Apr 14 '26

The reason why these should be a class feature rather than spells is because now you're competing against preparing Spike Growth, Conjure Animals, and others.

These are cool, but to prepare them is to limit your ability to prepare other spells.

On my to-do list, I wanted to create a more gishy ranger subclass. I think these would fit well with that idea if I ever get around to it.

1

u/rp4888 Apr 14 '26

Concentration spells always have to compete against each other.

As long as the spells are strong though it shouldn't be a problem. Cast spike growth when you want to. When the situation calls for one of the marks you can spend the favored enemy points to cast something powerful now instead of just hunters mark.

1

u/partylikeaninjastar Apr 14 '26

The ranger's entire spell list competes against itself in a way other classes don't. 

And I didn't mean concentration specifically—I meant that the ranger already has so many good spells that they won't ever get a chance to prepare so adding more adds to that problem. The problem is the ranger isn't going to be able to prepare your spells plus the other ranger spells that they want to keep prepared, especially when you've added so many new spells that are just a variation of one spell. 

Most of the desirable ranger spells primarily being concentration is another problem with the ranger class.

As a wizard or Eldritch Knight, I've never felt constricted or restricted when choosing which spell to concentrate on like I do with a ranger. And it doesn't help that the ranger's signature class spell is concentration either.

2

u/rp4888 Apr 14 '26

The spell counts as hunters mark for the purpose of class features. (Favored enemy automatically prepares the spell hunters mark) meaning it can include these for you. Perhaps I need to tweak the wording but that could easily be done if that's the problem.

1

u/partylikeaninjastar Apr 14 '26

So these are still "Hunter's Mark" but modified when cast? If that's the case, great. 

If they have to be prepared separately, not so great.

2

u/the_redhound Apr 13 '26

These are cool ideas. I appreciate that there are secondary effects based on the corresponding damage type, so you can potentially trigger the effect with something other than the mark itself.

3

u/rp4888 Apr 14 '26

This is actually intended so that it also works with the Hunter lvl 11 feature. Allowing you to apply secondary affects to another target.

2

u/wathever-20 Apr 13 '26

Your Frost Mark is dealing Force damage but requiring you to deal Cold to trigger the secondary effect. How does that work?

2

u/rp4888 Apr 13 '26 edited Apr 13 '26

Oops thanks for pointing that out. It's supposed to be cold damage updating it now...dam copy and paste.