Rogue
Base Class: Rogue

The bruiser forgoes all the stealth and subtlety of other thieves and assassins, instead they use brute strength and intimidation to succeed. Many of this archetype are hired as muscle for larger syndicates or commit petty crimes for coin. 

Unarmored Defense

Your hard life and strength has made you tough, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Strength modifier. You can hold a shield and gain this benefit.

Enforcer

At 3rd level  the damage for your unarmed strikes also become d8s. When you attack with your unarmed strikes you gain your sneak attack bonus. All other restrictions for that class feature still apply. 

Additionally, when a creature you are grappling is hit by one of your allies, you can add your sneak attack bonus to their damage roll.

Menacing Strike

Starting at 9th level, you can attempt to intimidate a creature as a bonus action. As a bonus action you can make an Charisma (Intimidation) contested by the targets Wisdom or Charisma saving throw (their choice), if the target fails than it becomes frightened of you for a minute. While the target is frightened of you in this way you have advantage on all attack rolls. You can use this action an amount of times equal to your Strength modifier per long rest.

Clapback

Starting at 13th level, when you use your Uncanny Dodge to halve the damage of a melee attack against you, you can make a melee attack against the attacker. 

Bell Ringer

You have learned to hit hard and fast. When you hit a creature with an unarmed strike and deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). If the save fails, the target is unconscious  for 1 minute unless the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Once you use this feature, you can’t do so again until you finish a long rest.

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