Hex vs Hunter's Mark
Twin concentration spells; warlock vs. ranger.
Hex
- Level
- 1
- School
- Enchantment
- Casting Time
- Bonus Action
- Range
- 90 feet
- Components
- V, S, M
- Duration
- up to 1 Hour
- Concentration
- Yes
- Ritual
- No
- Classes
- Warlock
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability. If the target drops to 0 Hit Points before this spell ends, you can use a
Full entry →Hunter's Mark
- Level
- 1
- School
- Divination
- Casting Time
- Bonus Action
- Range
- 90 feet
- Components
- V
- Duration
- up to 1 Hour
- Concentration
- Yes
- Ritual
- No
- Classes
- Ranger
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 use a Bonus Action to mark a new cr
Full entry →Which one should you pick?
- Pick Hex: Pick Hunter's Mark (ranger) to add 1d6 damage to all attacks on a target you can see.
- Pick Hunter's Mark: Pick Hex (warlock) for the same 1d6 plus disadvantage on a chosen ability check.
- Tiebreaker: Hex transfers on target death; Hunter's Mark needs to be re-applied per target.