Homebrew
Multi Attack. When using the attack action, the marine can attack twice using either their trench gun or their sabre.
Fixed Bayonet. After taking the attack action and making at least one attack with the trench gun, the marine can use a bonus action to attack with their bayonet.
High Altitude Combat Gear. The marine can breathe normally in any environment and has a magical flying speed equal to their walking speed.
Trench Gun. Ranged Weapon Attack: +5 to hit, range 30/90ft , one target. Hit: 8 (2d4+3) piercing damage. Ammunition, Reload (5)
Sabre. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 7 (1d8+3) slashing damage.
Frag Grenade. The marine 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 17 (5d6) piercing damage on a failed save or half as much on a success. The marine can use this ability two times before needing to restock.
Stun Grenade. The marine throws a stun grenade up to 60 ft. Each creature within 20 ft. of an exploding stun grenade must make a DC 15 Con save, becoming stunned until the end of its next turn on a failure or deafened until the end of its next turn on a success. The marine can use this ability once before needing to restock.
Bayonet. Melee Weapon Attack: +5 to hit, reach 10ft, one target. Hit: 5 (1d4+3) piercing damage. Can only be used after making an attack with the trench gun.
Parry. The marine adds 3 to their AC against one melee attack that would hit them. The marine must see the attacker and be wielding a melee weapon.