You start with the following equipment, in addition to the equipment granted by your background:

Natural Explorer You are particularly familiar with the natural world, adept at traveling and surviving out in the wilds. You gain the following features: Traveler. When you make a check relating to the natural world (such as recalling knowledge on plants and animals, or finding a suitable location to make camp), your proficiency bonus—if any—is doubled (unless you are already an expert in the relevant skill). Tracker. While tracking other creatures, you also learn their exact number, their sizes, and roughly how long ago it was that they passed through the area. Strider. Moving through nonmagical difficult terrain costs you no extra movement. Trapper. You add your proficiency bonus to the DC for creatures to detect and avoid triggering the hunting traps that you place (statistics for hunting traps can be found on page 152 of the Player’s Handbook). Forager. When you forage, you find twice as much food or water as you normally would. Vigilant. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger and thus canno.

Ranger's Quarry You learn to read your prey, allowing you to strike deeper and truer. As a bonus action on your turn, you can choose a creature you can see within 120 feet of you and mark it as your quarry. You can maintain this mark for a number of hours equal to three times your Ranger level. You may only mark one creature at a time, however you may dismiss your mark as an action on your turn. Whenever you hit your quarry with a weapon attack, you may add a Quarry Die to the attack's damage, 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 effect ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. Additionally, at 13th level, you may choose to use your reaction to shift the mark to another creature when the target drops to 0 hit points. This effect ends if you fall unconscious, dismiss it as a bonus action, or fail to swap your quarry within a turn after the target reaches 0 hit points.

Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Whenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style. Archery. You gain a +2 bonus to attack rolls you make with ranged weapons. Defense. While you are wearing armor, you gain a +1 bonus to AC. Druidic Warrior. You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list. Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Interception. When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.