Zethnos
Explorer
Sharpshooter Battlemaster 5/Diviner 3, for Precise Strike/Portent on offense, Shield/Blur for defense, a free familiar for advantage on offense, and miscellaneous useful spells like Blindness and Flaming Sphere.
Spell Sniper Warlock 2/Necromancer 6+. Use your bonus action to command your skellies each turn while you blast away with Eldritch Blast from behind cover.
Sharpshooter Ranger 5 (Horde Breaker)/Arcane Trickster 3. Snipe enemies with near-impunity from afar, and if they try to close on you, just lay down a Spike Growth in a choke point and Cunning Action yourself away. Arcane Trickster supplies Shield spell, Stealth and Athletics Expertise, and 2d6 of sneak attack. Improves even further at Ranger 7 (Escape the Horde + Cunning Action basically means all melee attacks against you, ever, will be opportunity attacks made at disadvantage), Ranger 9 (Conjure Animals), and Ranger 11 (Volley). It's unclear which rule is more "specific", but it is possible that Volley might allow you to Volley with as many Nets as you can manage to draw during your turn (one in each hand plus one more from your object interaction?). Thanks to Sharpshooter, you don't even have long-range disadvantage on the attack, and you also get your Archery style bonus to hit. In theory you could capture three separate enemies in nets on your turn for your conjured crocodiles to rip to shreds.
Very nice. I like the ideas!