I want to emphasize that so I don't get weird personal messages or the like from someone feeling called out. The things that annoy me, or annoy you, may not be bad for every tabletop group or campaign story, and may even be fun for some groups or there may be exceptions that make them bearable and so on and so on. :zizek-ok:
With that disclaimer aside, I'll list some of my pet peeves, both when I'm running a campaign and when I'm playing in one.
The exile that doesn't actually experience any stigma or negative social consequences for being exiled, but the player insists that the character is exiled somehow because it sounded cool and badass. This gets extra annoying if the exile thing nearly becomes a plot point but that plot point is thwarted because the person playing the exile starts to complain about it.
"The last" whatever they are. Some wonderful stories are about someone being the last of their kind, but when it's used as a cheap and lazy gimmick to try to make a character seem special in a paradoxically basic and commonly-used way, it annoys me.
The walking talking powergaming template. Yes, I can tell that the player knows the rulebook and supplemental materials well, but when asked who the character is, this is the person that talks about the template's superiority and often can't come up with even basic character motivations besides "win and dominate in a game that is supposed to be about cooperation and interactive storytelling."
Direct lifts from any existing well known IP. They aren't just uncreative; I have yet to see a player play such a character convincingly or even design the character well enough to match the intended material. I might actually be impressed if someone pulled it off for a one-off or casual campaign.
Characters that are just the player in real life, but transplanted into the setting with better stats and cool powers. I think it's nearly impossible (and probably not worth the effort) to try to play a character that has absolutely nothing in common with the player's personality, interests, quirks, or the like, but with that said, a direct player-is-the-character player is almost always going to be trouble. In my experience, setbacks, injuries, and especially death can and often will make such players take it very personally, get vindictive, and sometimes have an Epic G*mer moment that can get profane, even violent. Not fun.
RAW, in 5e? You'd just have to reflavor healing magic. But depending on what you're going for, shouldn't be too hard of a homebrew, and there's a lot of classes it could fit into, depending on what you're going for. Healing is relatively plentiful, and could be powered by money (aka buying potions), magic, or class features like channel divinity or lay on hands. Especially since something like Ranger does get healing spells, easiest way would probably just give Ranger a spell to make healing arrows.
In Pathfinder 2e, the alchemist class can just yeet healing elixer at people to heal them at base, and there's a crossbow that can deliver elixers with its 'bolts'. RAW, it has to be damaging, but honestly I don't think it really makes a difference to allow it to load healing into it. If you were set on doing an archer, should be simple to swap crossbow to normal bow.
Yeah not necessarily an archer, just some kind of mundane ranged healer. Making it damaging but also restorative would be an interesting twist too, like you'd have to be proactive with healing or buffs in order to not accidentally kill people in the process. Maybe healing over time to minimize the number of times you're shooting people lol
Yeah, nothing like that exists too similarly in 5e, probably the closest being the 3rd level feature for the Purple Dragon Knight, which lets your Second Wind also heal nearby allies with a encouraging shout. So you're solidly in homebrew territory, with the biggest thing to watch for is how often you can heal people. Just tie it to something you can't spam and it should be fine; like the healer feat only working on each specific person once per rest.
Lots of ways to make it work in pathfinder 2e tbh, but the game has a specific focus where anyone that has any focus on the medical skill will have enough healing to make sure every is pretty much always full health outside of combat, no magic needed, and some way to more limitedly heal in combat non-magically. Along with a few classes getting free elixers everyday, including the Herbalist being allowed to use nature instead of crafting/medicine, it shouldn't be too hard to get any class ranged non-magical healing ('multiclassing' is pretty easy in PF2e, you just swap your own classes level up abilities for anothers, with some level restrictions).