Archer

From the Brush
At 3rd level, you gain proficiency in Acrobatics and Survival. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. In addition, you have advantage on attack rolls against any creature that hasn't taken a turn in the current combat yet.

Targeted Shots
At 3rd level, you gain two options from the Targeted Shots listed below. As part of an attack made with a bow, you can apply the effects of a Targeted Shot that you know. You can use Targeted Shots an amount of times equal to your Dexterity modifier per short rest (minimum of 1). You gain an additional Targeted Shot option at 7th, 10th, 15th, and 18th level. Targeted Shot saving throws scale off of your Dexterity. The DC for your Targeted Shots is 8 + your Dexterity modifier + your proficiency bonus.
 * Joint Shot: You can determine and target a sensitive spot on the target, reducing their Armor Class by 2. This penalty lasts for 1 minute, or until a Medicine check passing a DC of your attack roll is made on the target.
 * Doublenock: After this shot, you can fire an additional arrow at a different target within 5 feet of them as a bonus action.
 * Evaluative Shot: As part of your shot, you can closely observe either the target's level of exhaustion or reaction time. On hit, you learn the target's current hit point percentile (by quarter), the target's Dexterity saving throw modifier, and the target's Armor Class.
 * Eye Shot: If a target has exposed eyes, you can target one of their eyes as part of your shot. On a hit, the target must succeed a Constitution saving throw. On a failure, the target is blinded in that eye for 1 minute, and suffers disadvantage on ranged attack rolls. If a target is blinded in all their eyes, they are blinded. The target can make a Constitution saving throw at the end of each of their turns to remove this blindness, but still suffers disadvantage on ranged attack rolls (if still applicable).
 * Hand Shot: As part of your shot, you can target a hand holding on to an object. On hit, they must succeed a Strength saving throw or be forced to drop whatever they're holding in that hand.
 * Heel Shot: As a reaction to a target taking the Dash action, you can fire an arrow at their heels in an attempt to trip them up. They must succeed a Dexterity saving throw or be knocked prone and suffer 1d8 Piercing damage.
 * Led Shot: You gain advantage on the shot's attack roll.

Rapid Action
At 7th level, you gain the ability to use your bonus action to take the Dash or Disengage action. In addition, your movement speed increases by 10 feet.

Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.

Direct Strike
At 15th level, you gain a +1 bonus to your critical hit range with bows.

Followup
At 18th level, when you critically hit with a bow, you may immediately thereafter make an additional attack with the same weapon. This can occur once per turn.