Rogue
Base Class: Rogue

You have honed your physical abilities to become a dangerous brute who strikes fear in the hearts of others. Whether found ambushing travelers on the road, or stalking a target through a dark alley, a ruffian is a thuggish rogue who resorts to threats which they can eagerly back up with force, and is just as at home bashing in a door as they are picking the lock. This archetype is typically followed by brigands, highwaymen, enforcers or other unsavory types who rely primarily on their brutish strength and intimidating presence to achieve their goals.

Bonus Proficiencies

You gain proficiency with Medium Armor, as well as the Indimation skill if you do not have it already.

Bludgeoner

You are particularly skilled at using blunt weapons. When you take this archetype at 3rd level, you can deal your Sneak Attack damage with clubs, quarterstaves, or any other weapons that deal bludgeoning damage with which you are proficient.

Dirty Fighting

As a bonus action granted by your Cunning Action feature, you may make an Intimidation check or attempt to shove or grapple a creature.

Sapper

At 9th level, when you successfully attack a target with a bludgeoning weapon and would apply your Sneak Attack damage, you can choose to attempt to stun the creature in place of rolling your Sneak Attack die. The targeted creature must beat a Constitution saving throw with a DC of 8 + your proficiency bonus + your strength modifier. A creature that fails it's save is stunned for one round.

Forced Entry

You are especially skilled when it comes to forcing your way into places where you aren't wanted. Starting at 9th level, you have advantage on all Strength-based attack rolls to break open doors, windows, chests, or other containers.

Dread Ambusher

You are skilled at getting the jump on your enemies. Starting at 13th level, you may add your Strength modifier to your Initiative.

Threatening Force

At 17th level, you have mastered the art of intimidation. On the first round of combat or before combat begins, you can make an Intimidation check to startle your foes. Any creatures of your choice within a 60 ft radius of you must make a Wisdom saving throw (DC 8 + your stength modifier + your intimidation skill). Targets who fail their saving throw are treated as Surprised, giving you and your allies a Surprise Round. In order to use this ability you must have not yet taken any actions, nor can any actions have been taken against you. You can do this once per day. This ability recharges on a short rest.

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