Primal Mark
You learn the Hunter's Mark spell, and can cast it once per long rest without consuming a spell slot. When you do so, it has various changes and additions depending on your Ranger level; casting the spell normally with a spell slot is not affected by this feature.
Level 2
- The spell's duration is 10 minutes.
- Your concentration on the spell cannot be broken by taking damage.
Level 5
- You gain one more use per long rest. If the spell would end, you can extend its duration by another 10 minutes by consuming another use.
- When your quarry dies, you can move the mark as part of making an attack against a creature you can see within range.
Level 9
- The damage increases to 1d10.
- The spell does not require concentration.
- You can apply the damage bonus on spell attacks as well as weapon attacks.
- If a creature under your control attacks a marked creature, it can also apply the bonus damage once per turn.
Level 13
- You regain one use every short rest.
- You are no longer required to see a creature to target it with this spell or to switch the mark to it, provided you know its location, and the range increases to 600 feet.
- You always know the location of a marked creature provided it is on the same plane as you, and you can see it through illusion magic like invisibility.
Level 17
- The damage increases to 2d6.
- Whenever you hit a creature within range on your turn, you may mark it as part of that attack, either expending a use to cast the spell, or extending an existing mark to also cover them. There is no limit to the number of marked creatures you can have, but they all end when the spell ends.