Hunter's Mark is a hunter ability learned at level 14. It visibly marks a target, increasing the ranged damage of all attacks made against the target. It is somewhat unique in that it has an extremely long range and can be cast on an enemy without putting the hunter into combat. This allows casting of Hunter's Mark on a target before engaging it, saving a global cooldown later in the fight. Hunter's Mark also causes the target to appear on the hunter's mini-map and to remain visible to the hunter and his/her party even if it uses stealth or invisibility. Note that the target is not prevented from using stealth; it merely remains visible even if it does.
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| - Hunter's Mark is a hunter ability learned at level 14. It visibly marks a target, increasing the ranged damage of all attacks made against the target. It is somewhat unique in that it has an extremely long range and can be cast on an enemy without putting the hunter into combat. This allows casting of Hunter's Mark on a target before engaging it, saving a global cooldown later in the fight. Hunter's Mark also causes the target to appear on the hunter's mini-map and to remain visible to the hunter and his/her party even if it uses stealth or invisibility. Note that the target is not prevented from using stealth; it merely remains visible even if it does.
- Casting Time: 1 bonus action Range: 90 feet Components: V Duration: Concentration, up to 1 hour 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.
- 1st-level divination Casting Time: 1 bonus action Range: 90 feet Components: V Duration: Concentration, up to 1 hour 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.
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| - Exhaust this card during your turn and choose a monster within 3 spaces of a trap token and place 1 of your hero tokens on that monster's base, indicating that it is marked.
- The next hero to attack a marked monster adds 1 to his attack results.
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| - All attackers gain 5% increased ranged damage against this target. Can be seen while stealthed or invisible.
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| - 1st-level divination Casting Time: 1 bonus action Range: 90 feet Components: V Duration: Concentration, up to 1 hour 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.
- Hunter's Mark is a hunter ability learned at level 14. It visibly marks a target, increasing the ranged damage of all attacks made against the target. It is somewhat unique in that it has an extremely long range and can be cast on an enemy without putting the hunter into combat. This allows casting of Hunter's Mark on a target before engaging it, saving a global cooldown later in the fight. Hunter's Mark also causes the target to appear on the hunter's mini-map and to remain visible to the hunter and his/her party even if it uses stealth or invisibility. Note that the target is not prevented from using stealth; it merely remains visible even if it does.
- Casting Time: 1 bonus action Range: 90 feet Components: V Duration: Concentration, up to 1 hour 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.
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