Homebrew
Enchanted Ammo. Once per turn, the officer may use ammunition enchanted with one of the following effects:
Any damage type, True Strike, Bane (DC 13), Hex
For more information on enchanted bullets, refer to: (Enchanted Bullet)
Superiority Dice. The officer has four Superiority Dice, which are d8s.
Maneuvers. The Officer knows the following maneuvers from the Battle Master subclass, which they can use by spending Superiority Dice:
Commander's Strike, Rally, Distracting Strike
Extra Attack. When using the attack action, the officer can attack twice.
Revolver. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 12 (2d8+3) piercing damage. Ammunition, Reload (6)
Rapier +1. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) piercing damage.
Frag Grenade. The officer throws a high explosive grenade up to 60 ft. Any creatures within 20 ft. of an exploding frag grenade must make a DC 15 Dex save, taking 5d6 piercing damage on a failed save and half as much on a success. The officer can use this ability two times before needing to restock.
Parry. The officer adds 3 to their AC against one melee attack that would hit them. The officer must see the attacker and be wielding a melee weapon.