So I was playing around with a build idea. An archery focused fighter that could play sniper but still fight up close and personal.
So Fighter 3/Ranger 2 (I think the optimal order would be Fighter 2/Ranger 2/Fighter X).
This was something I looked at to get both the archery fighting style and the close quarters shooter for a total of +3 to hit and the ability to use a bow in melee. Then I realised if you're going to take ranger levels obviously take revised ranger which gives things like advantage on enemies who haven't acted in the initiative and advantage on initiative.
Then I thought you'd obviously want sharpshooter to play sniper and you already have a healthy bonus to hit, and advantage a lot of the time, making the -5,+10 a solid chance.
Now the revised ranger could get you a couple spells, but coupled with the Spellless Ranger from UA you could get four superiority dice and two maneuvres instead which is a much better deal... you get four die per short rest versus two spells per long rest.
This could allow you to play a champion or eldritch knight with superiority dice, or a battlemaster with 8d8 on a short rest and five maneuvers.
The second argument for battlemaster is that it grants improved superiority dice and does not specify that it only improves superiority dice granted by the class (I assume so it's open to improve the feat granted dice).
So by level five we have an archer, firing 400ft with advantage on targets that have not acted yet or in melee, one attack per round but with +3 (assuming 16 dex and -5 from sharpshooter via variant human) with the option of precise shot for when he doesn't have advantage or a damaging one for when he does as advantage makes you more likely to crit and double the d8. He only gets one attack per turn but can action surge on turn one for a second advantage shot, has a lot of dice to spend on parrying or evasive footwork if you want those sort of maneuvers.
The ultimate cheese for this build would be using two maneuvers on one attack as technically your maneuvers come from two different sources so you're only using one of each per attack... But this requires a super lenient DM.
Beyond level 5 the build just takes fighter levels and improves by making the action surge into some sort of opening advantage fuelled volley. At level 7 you can make four attacks on turn one with advantage and use a maneuver on every attack and still have half your superiority dice left.
Also those attacks are doing 1d8+1d8+14 damage, assuming you bump dex to 18 at level 6 and you take the -5 and use a damage maneuver because you have advantage. You can still use precision again plate armoured shield users and you can add cool effects like tripping, shoving (15 feet!), disarming, goading or fearing. Four people starting a fight prone for your barbarian is great... So is four people goaded who have disadvantage on attacks your front line.