The Gunner

health per level:7

1. Favorite Weapon Type: choose a weapon type.
2. Weapon Type Benefit I: Gain 1st Benefit for Weapon Type.
3. Weapon Type Benefit II: Gain 2nd Benefit for Weapon Type.
4. Favorite Weapon: a specific, favorite weapon. can be changed on level up.
5. Lucky Shot: a number of times depending on favorite weapon type, reroll a missed attack action.
6. Entrenched: Cover is one increment more effective than normal (1/2 -> 3/4, 3/4 -> Full, no added benefits for None or Full).
7. Favorite Weapon - Modified: choose one of several effects to add to your favorite weapon.
8. Tactical Crawl: Reduce movement speed penalty for prone from 1/2 to 1/4
9. Target Practice: Bonus damage to people not in cover.
10. Favorite Weapon - Quickdraw: Reduced time to equip favorite weapon.
11. Favorite Weapon - Mastery: Apply 1st Benefit to favorite weapon, stacks with Favorite Weapon Type.
12. Favorite Weapon - Creed: +1 to Charm saves and Intimidation/Persuasion Checks while favorite weapon is equipped.
13. Vigilance: +2 to Perception Checks and Initiative.
14. Favorite Weapon - Arsenal: Gain an additional Favorite Weapon.

## Soldier

1. Boots on the Ground: +50% movement speed and carry capacity.
2. Strength and Conditioning: +1 HP per level (applies retroactively). Additionally, it takes twice as long for you to suffer the negative effects of starvation.
3. Tricks of the Trade: Allows you to choose a second Favorite Weapon Type. Additionally grants you a +1 to Intimidation checks and saves.
4. Forced March: Once per long rest, choose a number of allies you can see equal to your Charm modifier. For 6 hours, they also benefit from Boots on the Ground.
5. Fallen Soldier: If an ally within 30ft of you goes unconscious, gain +4 to all attack rolls for 1 turn and 10 non-rechargeable shield points. This effect stacks if multiple allies go down.

## Spy

1. Spycraft: +2 stealth +1 Deception
2. Less bulk: +1 to stealth when a one handed weapon is equipped (and no 2 handed weapons are equipped)
3. Incapacitate: When hiding, you may choose to make a contested beef check against a target within reach, adding your stealth modifier in addition to the roll. on a success, the target unconscious, waking up in 1 minute. can be used a number times equal to your stealth modifier per long rest.
4. When not wearing armor or shields, +2 stealth, +2 acrobatics, and +1 accuracy with all weapons.
5. Assassinate: When using the Incapacitate ability, you may choose to forgo the additional stealth modifier (must be stated before making the roll). If you succeed the check this way, the target instead enters bleedout.

## Gunsmith (wip, release date tbd)

1. Know-how: Gain a +1 to Technology and Tinkering checks. This benefit increases to +2 at 11th level and +3 at 16th.
2. Allows you to craft a custom firearm. For component information and specific rules, click here.
3. Sharp-eyed: +1 Accuracy to all attacks made with firearms.
4. Jam: When making a successful melee attack against an enemy with an equipped firearm, make a contested check (your Brain (Technology) against their Reflex). Upon a success, you jam the enemy's firearm, requiring them to spend 3 seconds to unjam their weapon before they can fire it again. This ability can be used a number of times equal to your Brain modifier (minimum 1) per long rest.
5. Master Crafter: Allows you to construct a second custom firearm.