Base Class: Rogue
Subtlety is not a gift for all. While most rogues would to themselves and work in the shadows, there are those who that do better tackling problems head on. You are deadly at close range, where fists do the talking. Bruisers and bouncers typically fit this Archetype.
Steady Hands
When you choose this archetype at 3rd level, you can roll a d4 in place of the normal damage of your unarmed strike, and they are considered a finesse weapon. Any sneak attack damage you hit with an unarmed strike deals an additional d6.
Direct Approach
At third level, you gain proficiency in Athletics skill in if you don't already have it. Your proficiency bonus is doubled for any ability checks that uses that skill. You also gain proficiency in medium armor.
Personal Business
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Grapple attack. In addition, you can use your sneak attack against a target grappled by you even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
Big Presense
Starting at 9th level, you become unparalleled on hand-to-hand combat. You count as one size larger for grapple checks you make. Additionally, you have advantage on Charisma (Intimidation) checks if the target is within 5 feet of you.
Cheap Shot
At 13th level, whenever you miss an attack roll, that qualified for sneak attack, you can immediately use your reaction to roll half of your sneak attack dice (rounded up) and deal that much damage to the target. This counts as a use as sneak attack for that turn. If Steady Hands feature applies to the attack, its extra die counts to determine how many dice to roll.
Waiting Game
When you reach 17th level, you learn to wait for the right moment to strike with precision. If a creature stays within your reach for an entire turn, and doesn't hit you with an attack or a spell, your next hit before the end of your turn against that creature is an automatic critical hit.
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