Base Class: Ranger
Ranger archtype specialicing on ranged attacks.
Hold Steady
At 3rd level, you can choose to steady yourself before attacking a creature. As a bonus action you may take aim at an enemy.
If the target you aimed at ends its turn within 5 feet of where it stood when you used this ability, your next attack against it has advantage
Doing so gives you advantage on ranged weapon attacks during the next turn, but gives you disadvantage on Dexterity saving throws and reduces your speed to 0 until the attack is done in the next turn. Not possible while flying.
Taking the Highground
You understand the value of elevation in a fight. Any successful attack you make against a creature that is vertically 20 feet or more away from you deals an additional 1d6 damage.
Enhanced shots
The wanted effect has to be announced before the attack role is made. For the attack the normal damage applies upon hitting
Piercing shot: your attacks hit with such force that they can pierce through one creature. After making a successful weapon attack, the arrow can pierce through to hit another creature, as long as the second creature is within range. The second creature must be in a direct line from you and the initial target to get hit. You must make a new attack roll against this creature to see if the attack hits it, but it does not count as a new attack action.
Pinning shot: you can attempt to pin a creature who is standing on the ground or leaned against a wall, with your weapon. Upon hit the creature becomes restrained, and it may use its action on each of its subsequent turns to attempt to break free. The DC for this escape check is your ranger spellcasting DC.
Disarming shot: When you hit a creature with a weapon attack, forcing it to drop one item o f your choice that it’s holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
total usage slots: your dex modifier, reseting after long rest.
Volley
At 11th level, you gain volley.
Volley
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.