Rather than relying on gunpowder and bullets the Archer is adept at taking enemies from afar using natural materials, taking time to choose his strikes wisely. When you take this feature you gain the following abilities;
If you haven't moved on your turn, you can use your bonus action to aim against a target you can see. Doing so give you advantage on your next ranged weapon attack. Your movement speed is reduced to 0 until the end of this turn.
In addition, if this attack hits, you cause additional 2d6 damage from the weapon's type. This additional damage increases to 3d6 at Tier 6, 4d6 at Tier 8 and 5d6 at Tier 10.
You can use a full-round action to attack a number of creatures equal to your proficiency bonus. All creatures must be within a 15-foot cone of each other, and you can't make more than one attack against each creature. The cone increases to 30-foot at Tier 6 and 60-foot at Tier 8.
When you cause your Archer additional damage, you can forgo 2 dice of damage to cause one of the following effects:
Knockdown. The target must succeed on a Strength saving throw against the result of the attack or be knocked prone.
Pierce. You can make another attack against a creature within 15 feet and directly behind your original target. On a hit, that creature takes additional 2d6 damage.
Once per turn you can choose to give yourself a penalty to your attack, up to -10. On a hit, you cause damage equal to twice the penalty on your attack.