Eldritch Experiments June 2025s Spell list
You take the Attack action and magically choose one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to your quarry whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
If the target drops to 0 Hit Points before this spell ends, on your turn you can choose a new creature you can see within range as your quarry (no action required).
This spell counts as hunter’s mark for the purpose of any Ranger class feature or subclass feature.
You take the Attack action and magically mark one creature you can see within range as your quarry. Until the spell ends you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. In addition, your allies have Advantage on attack rolls against your quarry while it is within 5 feet of you.
If the target drops to 0 Hit Points before this spell ends, on your turn you can choose a new creature you can see within range as your quarry (no action required).
You take the Attack action and magically mark one creature you can see within range as your quarry. Until the spell ends you deal an extra 1d6 Poison damage to the target whenever you hit it with an attack roll. In addition, once on your turn when you hit your quarry with an attack, it gains the Restrained condition until it escapes (DC equals your spell save DC).
If the target drops to 0 Hit Points before this spell ends, on your turn you can choose a new creature you can see within range as your quarry (no action required).
You take the Dash action and magically mark one creature you can see within range as your quarry. Until the spell ends, you gain the following benefits:
- You deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll.
- You can take the Dash action as a bonus action.
- If you move at least 30 feet straight towards your quarry and then hit it with a melee attack on the same turn, your quarry must succeed on a Strength saving throw or be knocked prone.
If the target drops to 0 Hit Points before this spell ends, on your turn you can choose a new creature you can see within range as your quarry (no action required).
You take the Hide action and magically choose one creature you can see within range as your quarry. Until the spell ends, you gain the following benefits:
- You deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll.
- You can take the Hide action as a bonus action.
- Your qarry has Disadvantage on any Wisdom (Perception or Survival) check made to find you.
If the target drops to 0 Hit Points before this spell ends, on your turn you can choose a new creature you can see within range as your quarry (no action required).