Rogue
Base Class: Rogue

The inspiration of this subclass is the archetypal archer. Laying waste to the dragon with a single well-placed arrow. The original archer class for dungeons and dragons is like a spellcaster without utilities and AOE that deals staggering amounts of damage to a single target, not letting a single arrow go to waste. Basically a 1 arrow 1 hit philosophy and making that one arrow truly significant. I have used class and subclass features from the barbarian, fighter, monk, and rogue classes and modified them to be used for ranged combat focused on delivering incredible damage output but also make them balanced and not overpowered.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency with Hand Crossbow, Heavy Crossbow, and Longbow.

Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Sharpshooting

At 3rd level your ranged attacks have the precision to bypass a creature's defenses. As an action, you make a Wisdom (Perception) check against a creature you can see, contested by the target’s Armor Class +5. If you succeed, you gain advantage on your attack to that creature before the end of your next turn. If the attack hits, you can treat it as a critical. When you succeed using this feature, you can't use a reaction on the same turn you attacked. You lose advantage on the attack if you move or an effect causes you to move (i.e falling from a tree, Gust spell) from your position.

The creature does not benefit from half cover, three quarters cover, or effects that increase AC (i.e Shield) after you succeed your Wisdom (Perception) check until after you make your sharpshooting attack.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Vital Precision

At 9th level when you land a critical hit, you can roll an additional number of sneak attack die equal to your wisdom modifier +1 to the total damage of the critical hit.

True Aim

At 13th level, your ranged weapon attacks score a critical hit on a roll of 19 or 20.

Sharpshooting Specialist

At 17th level, when you roll initiative and have no uses of Sharpshooting left, you regain one use.

Target Locked

At 17th level, if you succeed on the Wisdom (Perception) check on the target of your Sharpshooting ability, your Blindsense applies to that creature if it is within 150 feet of you.