Base Class: Rogue
This class focuses on maximizing the the range of any 2-handed ranged weapon.
Arcing Shot
Beginning at 3rd level, while wielding a two-handed ranged weapon, you may use your action to make a ranged weapon attack with triple its normal range. If the target is struck, they must make a Dexterity save, with a DC of 8 + your proficiency bonus + your Dexterity bonus. If they fail, they are affected by your Sneak Attack, unless you have already benefited from it this turn.
Adept Climber
Beginning at 3rd level, you gain a climb speed equal to your base land speed. While climbing, you can brace yourself with your legs alone long enough to use your hands to take an action such as attacking or casting a spell.
Farsight
Beginning at 9th level, you can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
Mountain Skin
Beginning at 13th level, you gain resistance to cold damage and fall damage.
Horizon Shot
Beginning at 17th level, when you use your Arcing Shot ability, you may target any creature you can see, regardless of distance. You must still have line of effect, and cover still applies.
Tool of choice
Beginning at 3rd level, you gain proficiency with one 2-handed ranged weapon of your choice.
This is a subclass from the "Grod's Guide to Greatness" 3rd party supplement for 5e by Charles Cohen. If you like this then check out the full book online.