Base Class: Rogue
Not all rogues rely on stealth and deception to overcome their foes. Some, often called Ruffians, prefer to face their enemies directly, and look to defeat their foes with devastating blows and intimidate combat techniques. Often employed as hired muscle for thieves' guilds, criminal syndicates, and other organizations that don't shy away from force, Ruffians can be found in almost any village, city, or town where crime exists.
Enforcer
Starting at 3rd level, you adopt tricks not often employed by rogues, you can use your Sneak Attack with any weapon with which you are proficient, including your unarmed strikes, so long as it does not have the heavy or two-handed properties In addition, you do not need advantage on your attack roll to use your Sneak Attack if you are targeting a creature that is currently grappled or restrained by you.
Shake Down
Your work requires certain skills, skills that you have become particularly reliable in employing. Starting at 3rd level, when you make a Charisma (Intimidation check, or a Strength (Athletics) check to grapple, maintain a grapple, or shove a creature, you treat a roll of 7 or lower on the d20 as an 8.
Imposing Glance
You can strike fear into the hearts of the weak willed.Starting at 9th level, you can use a bonus action to make a Charisma (Intimidation) check against a target within 30 feet of you, contested by the target's Wisdom (Insigh ) check. If you succeed, the target is frightened of you until the start of your next turn, and you have advantage on the first attack roll you make against that target before the start of your next turn.
Nerves of Steel
Fear is a against cowards and the weak willed, and you are not so easily intimidated. Beginning at 9th level, you are immune to the frightened condition.
Dodge and Counter
You can twist the force of your enemies' blows against them. Starting at 13th level when a Large or smaller creature within your reach misses you with a melee attack, you can use your reaction to force them to make a Dexterity saving throw. The save DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) On a failed save, you choose weather the creature is knocked prone or grappled by you. You must have at least one free hand in order to grapple a creature with this feature.
Ruthless Strike
You can draw upon a creature fear of you to strike with ruthless efficiency. Beginning at 17th level, when you hit a creature that is frightened of you with a weapon attack, you can choose to treat the attack as an automatic critical hit . You can use this feature a number of times equal to your Charisma modifier (minimum of once) and you regain all extended uses when you finish a short or long rest.
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