Xeviat
Dungeon Mistress, she/her
Hunter's Mark and Hex are the hot topics of this week due to the new horror subclasses UA having Ranger and Warlock subclasses that heavily use these spells in subclass features. People keep asking if removing concentration from these spells would be the fix, but I think more needs to be done.
Lets compare Hunters Mark/Hex to another class ability in spell form: Divine Smite. Divine smite is a bonus action to tack on 1d8 + 1d8/spell level damage on a hit (with added potential +1d8 against undead and fiends, and an added doubling for crit fishers). It takes an average of 2.57 hits with Hunter's Mark/Hex to equal smite's typical damage, so it's better with 3 hits and weaker with 2 hits.
But since Hunter's Mark/Hex last an hour with concentration, and longer with higher level spells, they can add significantly more damage. But, keeping up a Hex for the whole day locks you out of other concentration spells. On top of that, most smites don't have concentration anymore.
So how could we balance these while staying in 5.24's "everything is a spell" structure? I think I've glimpsed the solution, but I want to know how y'all feel. This takes some ideas from the One D&D playtest version of these spells and takes them a little further. So here's my version of Hex and Hunter's Mark:
HEX
1st-Level Enchantment Spell (Warlock)
(why is this enchantment and not necromancy? Bestow curse is necromancy...)
Casting Time: Bonus Action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: 1 hour
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 the first time you hit it with an attack roll on any turn. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.
At Higher Levels. When you cast this spell
using a spell slot of 3rd or 4th level, the spell's duration changes to 8 hours, and the extra damage increases to 2d6. When you use a spell slot of 5th level or higher, the spell's duration changes to 24 hours, and the extra damage increases to 3d6.
HUNTER’S MARK
1st-Level Divination Spell (Ranger)
Casting Time: Bonus Action
Range: 90 feet
Components: V
Duration: 1 hour
You choose one creature you can see within
range and magically mark it as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target the first time you hit it with an attack roll on any turn. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
At Higher Levels. When you cast this spell
using a spell slot of 3rd or 4th level, the spell's duration changes to 8 hours, and the extra damage increases to 2d6. When you use a spell slot of 5th level or higher, the spell's duration changes to 24 hours, and the extra damage increases to 3d6.
These versions have 4 fundamental differences, and I think all three of these improve them in feel and gameplay.
This means Hex and Hunter's Mark will be spells you will wait to use on bigger threats, ones you think have a lot of HP and will take a while to bring down. If combat goes to 3 rounds, they're better than smite. It also means the secondary effect gains some more importance, or at least is highlighted a bit, as no concentration means you might tag someone with Hunter's Mark just to follow them.
But since the target dying and the spell ending prematurely can create some weird actions at the table (like the ranger or warlock not wanting the other party members to attack their target so they can maximize their damage gained), getting a benny when the target drops to 0 HP would be good.
Warlocks can get back their pact boon from 4E (the Fiend Warlock already has it kind of). Each patron would grant a different benefit when you reduce a hexed target to 0 HP, but this would feel better for a class ability version so you aren't so limited in its use.
Rangers could get something too, like Heroic Advantage for completing a hunt? This is where I begin to question the idea.
Alternatively, both could be simplified by having the damage bonus apply once. You Hex or Hunter's Mark the target, it suffers disadvantage on ability checks with one ability or you gain advantage on Wisdom (Perception or Survival) checks to notice or track them, and then you gain +2d8 damage the first time you hit them with an attack roll. Boom. Damage. That could feel like a Hunter's Mark: you line up your shot and bang. But I think I like the extra damage once per round more, as it does give it its own niche of bei
ng great against solos.
What do you think?
Lets compare Hunters Mark/Hex to another class ability in spell form: Divine Smite. Divine smite is a bonus action to tack on 1d8 + 1d8/spell level damage on a hit (with added potential +1d8 against undead and fiends, and an added doubling for crit fishers). It takes an average of 2.57 hits with Hunter's Mark/Hex to equal smite's typical damage, so it's better with 3 hits and weaker with 2 hits.
But since Hunter's Mark/Hex last an hour with concentration, and longer with higher level spells, they can add significantly more damage. But, keeping up a Hex for the whole day locks you out of other concentration spells. On top of that, most smites don't have concentration anymore.
So how could we balance these while staying in 5.24's "everything is a spell" structure? I think I've glimpsed the solution, but I want to know how y'all feel. This takes some ideas from the One D&D playtest version of these spells and takes them a little further. So here's my version of Hex and Hunter's Mark:
HEX
1st-Level Enchantment Spell (Warlock)
(why is this enchantment and not necromancy? Bestow curse is necromancy...)
Casting Time: Bonus Action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: 1 hour
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 the first time you hit it with an attack roll on any turn. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.
At Higher Levels. When you cast this spell
using a spell slot of 3rd or 4th level, the spell's duration changes to 8 hours, and the extra damage increases to 2d6. When you use a spell slot of 5th level or higher, the spell's duration changes to 24 hours, and the extra damage increases to 3d6.
HUNTER’S MARK
1st-Level Divination Spell (Ranger)
Casting Time: Bonus Action
Range: 90 feet
Components: V
Duration: 1 hour
You choose one creature you can see within
range and magically mark it as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target the first time you hit it with an attack roll on any turn. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
At Higher Levels. When you cast this spell
using a spell slot of 3rd or 4th level, the spell's duration changes to 8 hours, and the extra damage increases to 2d6. When you use a spell slot of 5th level or higher, the spell's duration changes to 24 hours, and the extra damage increases to 3d6.
These versions have 4 fundamental differences, and I think all three of these improve them in feel and gameplay.
- No concentration. This means they only compete with other spells through costing a spell slots, just like Divine Smite.
- The damage is once per round. This reduces the gap between standard and optimal builds, and makes it easier to balance with Two-Weapon Fighting and other options. Interestingly, as you gain more attacks, your chance of getting the damage each round goes up (1 attack at 65% becomes two attacks for 87.75%, 3 is 98.5%, and 4 is 99.8%).
- The damage scales with spell higher level spell slots, just like Divine Smite. Interestingly, 2d8 to 1d6 is 2.57 hits; 4d8 for a 3rd level smite to 2d6 is still 2.57, and 6d8 for a 5th level smite to 3d6 is still 2.57. It's almost like someone did math!
- You can no longer recast it on different targets when the target dies.
This means Hex and Hunter's Mark will be spells you will wait to use on bigger threats, ones you think have a lot of HP and will take a while to bring down. If combat goes to 3 rounds, they're better than smite. It also means the secondary effect gains some more importance, or at least is highlighted a bit, as no concentration means you might tag someone with Hunter's Mark just to follow them.
But since the target dying and the spell ending prematurely can create some weird actions at the table (like the ranger or warlock not wanting the other party members to attack their target so they can maximize their damage gained), getting a benny when the target drops to 0 HP would be good.
Warlocks can get back their pact boon from 4E (the Fiend Warlock already has it kind of). Each patron would grant a different benefit when you reduce a hexed target to 0 HP, but this would feel better for a class ability version so you aren't so limited in its use.
Rangers could get something too, like Heroic Advantage for completing a hunt? This is where I begin to question the idea.
Alternatively, both could be simplified by having the damage bonus apply once. You Hex or Hunter's Mark the target, it suffers disadvantage on ability checks with one ability or you gain advantage on Wisdom (Perception or Survival) checks to notice or track them, and then you gain +2d8 damage the first time you hit them with an attack roll. Boom. Damage. That could feel like a Hunter's Mark: you line up your shot and bang. But I think I like the extra damage once per round more, as it does give it its own niche of bei
ng great against solos.
What do you think?