Gunner

Single-Target Suppression
As an action, select a creature within your weapon's range. That creature is now suppressed. For every 5ft the suppressed creature moves, or each attack they make, you may make an additional attack against them. Suppression on that creature ends when they move more than 15ft from the space they began their suppression, if you attack another creature, or choose to suppress a different creature.

Grazing Fire
After you miss with an attack roll against a target within your weapon's range, you may choose to add +3 to the roll. If the new total hits the target, you graze the target for half damage.

Saturation Fire
When you are wielding an Assault Rifle, SMG or LMG, you can make a special attack as one of your Strikes. This attack consumes either 50% of your weapon's ammunition or 30 Rounds, whichever is lower. This attack covers a Cone with a Range equal to your weapon's standard effective range, and all targets must make a Dexterity Saving Throw. On a Failure, they take damage equal to a normal attack's damage from your weapon.

Gunner's Tactics
You may learn three Style Moves from your class's list. You gain an additional Style Move at 9th Level, 13th Level and 17th Level.

You have two Style Points, and the dice size are d6s. You gain an additional Style Point at 9th and 17th Level. Your Style Dice increase to d8s at 10th Level and d10s at 18th Level.

You regain all expended Style Dice at the end of a Short or Long Rest.

Dual-Target Suppression
You may simultaneously suppress two creatures.

Greater Grazing Fire
Your Grazing Fire bonus is now a +4.

Cyclic Fire
When you take the Attack Action and utilize all of your Strikes against one enemy, you can make one additional Strike as a Bonus Action.

Bullet Artist
You are a master of Heavy weapons and know how to inflict Heavy damage with your Heavy weapons. You gain 6 Bullet Points. When you roll for damage, you may choose to expend any number of Bullet Points to increase the size of your damage dice. The dice increase according to this table: For example, it takes a Single Bullet point to increase all your d4s to d6s, and 4 Bullet Points to increase your d4s to d12s.

You regain all your Bullet Points at the end of a short or long rest.

Gun Nut
During downtime, if you have suitable materials, you may craft ammunition modifications for your weapons. You require a Reloading Bench or Gunsmith's Tools to create these ammo types, and you must convert rounds you already have.

Universal
ARs/LMGs Shotguns
 * Hollowpoint- Rounds are guaranteed to apply one level of the Bleeding Effect per attack. Requires 1 minute per round to create.
 * Armour-Piercing- Rounds ignore 2 Levels of Damage Resistance. Requires 2 minutes per round to create.
 * Incendiary- Rounds are guaranteed to apply at least one level of the Burning Effect. Requires 3 minutes per round to create.
 * Tracer- Rounds grant the wielder +2 to hit on attack rolls. Requires 2 minutes per round to create.
 * Incendiary- Shells are guaranteed to apply at least one level of the Burning Effect. Requires 3 minutes per round to create.
 * Rubber- Shells deal half damage, but the target must make a Strength Save against your attack DC to avoid being knocked prone. Requires 2 minutes to create.
 * Slug- Slug Rounds do not have Damage Falloff. Damage from Slug Shells is equal to half the dice total plus your Strength Modifier. Requires 10 minutes per round to create.
 * Flechette- Flechette Rounds deal Slashing Damage. Requires 5 minutes per round to create.

Triple-Target Suppression
You can now suppress three creatures at once.

Superior Grazing Fire
Your Grazing Fire bonus is now a +5.

Terminator
You gain an additional 6 bullet points. You can further increase your dice size using the following table:

Unmissable Fire
You always graze.

Master Gunner
On one attack per turn, you may add your modifier for each damage dice you roll, instead of just once.

Return Fire
If an attack misses you, you can use your reaction to make an attack against them. Add your style die to the damage.

Disarming Shot
Make an attack roll and add style die of damage. Your target must make a Dexterity saving throw. On a fail, its weapon is thrown your style die's number of tiles away.

Disorienting Shot
Make an attack roll and add style die of damage. Your target must make a Constitution saving throw. On a fail, it has disadvantage on attack rolls and Perception checks until your next turn.

Kneecapper
Make an attack roll and add style die of damage. Your target must make a Strength saving throw. On a fail, their movement is reduced to 0 until the start of the next turn.

Trip Shot
Make an attack roll and add your style die of damage. Your target must make a Strength or Dexterity saving throw, which you can specify. On a fail, they are knocked Prone.

Pushing Shot
Make an attack roll and add style die of damage. Your target must make a Strength saving throw. On a fail they are pushed 10ft away from you.

Menacing Shot
Make an attack roll and add style die of damage. Your target must make a Wisdom saving throw. On a fail they are frightened of you until the start of next turn.

Wallbang
You may expend a Style Die to remove the cover bonus from an enemy, even if they are behind Full Cover. This ability can fail if the shot would be stopped by the cover, such as it being made of Metaenium.

Piercing Shot
You can expend a Style Die to remove a target's Resistance to your next attack's Damage type.

Auto Burst
You can expend a Style Die to forgo a strike on your turn and instead force your target to make a Dexterity Save against your Attack DC. On a Failure they take damage equal to your maximum dice roll of your weapon plus your Style Damage as you fire off a short burst of fire. This consumes 1/4 of your weapon's ammunition.