You inherit the spells at each indicated ranger level in the Hunter Spells table as ranger spells.
When you mark a creature with your Hunter's Mark feature, you also gain the following benefits related to the marked creature:
You have advantage on Wisdom (Survival) checks to track the creature.
You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are.
You deal an additional die of damage from your Hunter's Mark feature if the target is wounded.
When a creature marked by your Hunter's Mark feature takes the Move action to move away from you, you can take the Move action as a reaction to move towards the creature, ignoring any Attack action taken as a reaction against you, and then take the Attack action against the creature as part of the same reaction.
When you take the Attack action and hit a creature marked by your Hunter's Mark feature, you can cause the creature to make a Constitution saving throw. On a failed save, the creature becomes your choice of blinded, bloodied, deafened, frightened, or restrained until the start of your next turn.
You inherit the locate creature spell as a ranger spell, but you can only target a creature marked by your Hunter's Mark feature. Moreover, when you cast the spell, you know the creature's location even if it's in a different form or if there is running water between you and it.
You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
When a creature marked by your Hunter's Mark feature makes an attack roll against you or forces you to make a saving throw, you can take the Attack action as reaction against it. On a hit, the creature’s attack misses or you automatically succeed on the saving throw.