Base Class: Rogue
You've trained your muscles and honed your strikes to be brutal and decisive. Equipped with a mean mug and a lager than life presence, your style of fighting is meant to lock the room down, quick and clean. Thugs, brutes and dirty cops will typically adopt these tactics to get the job done. A Bruiser uses an expanded sneak attack armory, and intimidation tactics to clobber their way through sticky situations.
Exit Strategy
When you choose this archetype at 3rd level, you learn how to work smarter, not harder, to make jobs go smoothly. You gain proficiency in Athletics and Land Vehicles.
Lights Out
Starting at 3rd level, you become a slugger hell bent on knocking heads and securing chokeholds the second they take their eyes off you. You gain proficiency with martial and improvised weapons, and you now have the ability to make sneak attacks with any weapon that doesn't have the Two-Handed property.
Additionally, when you use the Attack action to successfully Grapple someone on your turn, you can deal your sneak attack damage as if you had hit them with a bludgeoning weapon. If that creature is still Grappled by you at the start of your next turn, you can use the Attack action on your turn to deal your sneak attack damage again, no roll to hit required.
Interrogator
At 9th level, you learn how to use your mean mug to pry vital information out of people and monsters alike. You use an action to make an Intimidation check contested by a creature’s Insight check.
If you succeed on the check and the creature is hostile to you, it lets slip the whereabouts of any allies it is privy to and can see, or their last known locations (for example, "they went behind that shrub before they went invisible"). You also know about the presence and general direction of any of the creature's allies which are not in the immediate area (for example, "there is a mage in the tower behind us planning to ambush you").
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it will try to answer your next question truthfully to the best of its ability and will not move from where it stands. This effect ends immediately if you or your companions do anything harmful to it and it will move to avoid impending danger.
Seeing Stars
Starting at 13th level, your sneak attacks pack an extra wallop when you have time to wind up. Any creature that takes sneak attack damage while Surprised or Charmed by you is Stunned until the end of its next turn.
Clear a Path
Beginning at 17th level, you figure out the physics required to charge through a crowd with reckless abandon. As an action on your turn, you can move up to your movement (including Cunning Action Dash if you wish to use your bonus action) through enemy spaces if you so choose as long as you do not end your movement on an occupied space. For each hostile creature whose space you moved through, treat it as if you had taken the Special Action Shove against it. Once you do so, you can’t use this feature again until you finish a short or long rest.
Previous Versions
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