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### Primal Mark You learn the Hunter's Mark spell, and can cast it three times per long rest without consuming a spell slot. When you do so, it has various changes 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 1 minute. - Your concentration on the spell cannot be broken by taking damage. - If you reduce your quarry to 0 HP, you can immediately move the mark to another eligible creature (no action required). #### Level 9 - The spell does not require concentration. - When a creature under your control attacks a marked creature, it can also apply the bonus damage once per turn. #### Level 13 - The damage increases to 2d6. #### Level 17 - 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 on the same plane as you, and you can see it through illusion magic like invisibility. \columnbreak ### Related Features Here's my versions of the 1st-level utility features of the 2014 Ranger, to complement the mark's more combat-oriented benefits (but not be as useless as vanilla). Favored Enemy serves as a reward for staying in the class with higher level combat benefits, replacing Foe Slayer. Hopefully the combined set ensure better scaling in tier 3/4, and since it all ties into skill checks it doesn't depend overly on what kind of travel mechanics are used. I've reversed which gives advantage and which gives prof/expertise; advantage is better the closer you are to 50% success rate and helps reliability, both of which should be true on environmental rolls (largely Wisdom-driven), while enemy interaction can involve all kinds of other rolls where you might have slim chances and the static bonus is a lot more relevant. #### Favored Enemy Choose one category: Beasts, Fey and Plants; Dragons and Monstrosities; Constructs, Elementals, Giants and Oozes; Aberrations, Fiends and Undead. When you make an ability check relating to one of those creature types, you are considered proficient in the check, and if you were already proficient, your Proficiency Bonus is doubled. For example, tracking or spotting them, recalling information about them, or discerning their motives. Humanoids are excluded entirely; you are not an assassin. You also learn one language associated with the creatures (respectively: Sylvan, Draconic, Primordial, Infernal). This improves when you reach certain levels in this class: - Level 6: Select an additional category, and you can change one of these choices whenever you finish a long rest (you do not change languages). - Level 14: If you make a saving throw in response to a favored enemy, you are considered proficient in the save, and if you were already proficient, your Proficiency Bonus is doubled. - Level 20: If you make an attack roll against a favored enemy, you are considered proficient in the weapon, and if you were already proficient, your Proficiency Bonus is doubled. #### Natural Explorer Choose one common type of favored terrain: Forest, hill, plain, water. And one rare: Arctic, desert, swamp, underground. You have advantage on ability checks and saving throws relating to the chosen terrain types. For example, climbing vines in the forest (Athletics check), persevering in the icy north (Constitution save), or spouting lore about undersea biology (Nature check). Urban areas are outside your field of work entirely, and extreme or magical terrain is excluded but could be learned in specific circumstances (e.g. if you brave the elemental chaos' fire sea, you might add lava as a terrain). At level 6, 10 and 14 in this class, you select one additional common and rare type.