Hunter's Mark and Hex question.

Post/Author/DateTimePost
#1

DMRafael

Oct 26, 2014 13:48:41
I mark an enemy with Hunter 's Mark or hex the enemy dies and the fight ends , but I decide to keep concentrated magic, if another fight starts I can mark another enemy with that same magic that was concentrated ?
#2

Yunru

Oct 26, 2014 13:52:27
Yes.
#3

mellored

Oct 26, 2014 14:21:08
That's why it lasts longer at higher levels.
#4

pedro2112

Nov 01, 2014 23:34:30

Not accordning to the game designers. There was an unfortunate tweek that stated otherwise.

(Reply to #4)

FrogReaver

pedro2112 wrote:
(Reply to #5)

Banesfinger

Can someone point out this "tweek"?

Does it have something to do with a spell needing a target?

#7

paulstrait

Nov 02, 2014 10:32:46

I can think of no other reason why the duration would be up to 1 hour if this weren't allowed by the RAW, tweets or tweeks to the contrary notwithstanding...

#8

jonathonhawke

Nov 02, 2014 15:32:13

paulstrait wrote:
#9

Noon

Nov 02, 2014 17:31:18

Seems like it.

 

Before I assumed you had to pass it from one enemy to another straight away. But that requirement doesn't seem to be there.

#10

Trance-Zg

Nov 03, 2014 9:25:52

Just mark an ally until an enemy shows up.

 

#11

Kalani

Nov 03, 2014 9:53:56

pedro2112 wrote:
#12

durntaur

Nov 05, 2014 9:02:38

Trance-Zg wrote:
#13

Synjin

Nov 05, 2014 10:38:28

Hex
1st-level enchantment
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 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 whenever you hit it with
an attack. 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 bonus action on a subsequent turn
of yours to curse a new creature.
A remove curse cast on the target ends this spell early.

 

At Higher Levels. When you cast this spell using
a spell slot o f 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.

#14

mellored

Nov 05, 2014 10:43:02

Synjin wrote:
#15

Kalani

Nov 05, 2014 10:50:48

As stated previously in other threads - you can mark a new target during any subsequent turn - even if that turn happens to be in a subsequent encounter. As such, there is no reason to mark an ally, or carry a bag of rats as the spells duration continues until it expires, or until you lose concentration. At any point during that duration, if your target drops to 0 HPs, you can mark a new target later in the duration.

#16

Synjin

Nov 05, 2014 10:59:42

Kalani wrote:
#17

Jay_Ibero_911

Nov 05, 2014 11:48:03

Synjin wrote:
(Reply to #16)

Coredump00

Synjin wrote:
#19

Sorxores

Nov 05, 2014 12:29:32

Worse case if your DM rule that you cannot do it, ust bring a bag full of ladybug (or other defenseless small creature) and at the end of the fight, hex one of the ladybug.  then as a interection with your envrionement sqash the ladybug between your finger and with your bonus action target the new target.

 

It might be cheesy, but it work (and make for interesting roleplay)

#20

Yunru

Nov 05, 2014 12:38:18

Kalani wrote:
#21

Kalani

Nov 05, 2014 12:54:14

Oh wait, I just noticed it myself - how the hell did everyone post from November 11. Seemed to be an ongoing bug for about a half-dozen+ posts before it self-corrected.

#22

Timborama

Nov 05, 2014 12:55:14

I just noticed this, too. Everything from more than 24 hours ago says Nov. 11th...it's November 5th...And it's NOT just this thread, either!

 

So I think WotC's forum calendar is off by a week...

#23

mellored

Nov 05, 2014 13:23:17

Timborama wrote:
(Reply to #18)

Chaosmancer

Coredump00 wrote:
#25

pedro2112

Nov 12, 2014 22:05:52

Kalani wrote:
#26

Kalani

Nov 12, 2014 22:37:08

Its burried somewhere in another thread - sorry, I don't use twitter myself so I cannot provide the link off hand. I would need to search the forum for it much like you would - I just recall reading the comments when they were posted approx 1month ago.

#27

Danny_Montanny

Nov 13, 2014 14:00:44

My biggest question would not be with the duration of these spells, it would be with the components. When selecting a subsequent target, would you have to supply the same components as you did when you cast the spell? So for instance, Hex required VSM to cast. Once that target is dead, must I provide the VSM as a part of the bonus action re-up? It makes sense that you would have to thematically, but doesn't really specify since you're technically not casting the spell again.

#28

Nachturnus

Nov 13, 2014 20:13:20

Sorxores wrote:
(Reply to #28)

Chakasulu

Don't ignore the concentration requirement for Hex. You can only concentrate on one spell at a time, so if you are maintaining Hex over multiple encounters, all your other concentration spells and cantrips are totally off limits. I still feel Hex is beefy enough to make it worth it, but depending on the situation and build, the concentration drawback is not insignificant.

 

#30

Stormborn20

Dec 16, 2014 20:27:29

Chakasulu wrote:
#31

Mischiefincdm

Dec 18, 2014 13:20:18

I have allowed the concentration, move hex combo in my games and it has caused no problems, although I do have one issue with it. how does one move the hex from the original dead target that is no longer in line of sight or line of effect? The bigger question is whether only the new target must be within range. If this is the ruling, I am fine with it.

 

#32

Coredump00

Dec 18, 2014 16:32:03

The new target needs to be in range of the caster, I see no restriction or requirement about the location of the dead ex-target.