Base Class: Rogue
While many Rogues prefer subtly to accomplish their goals, an Enforcer understands that sometimes direct action is a much easier solution. The archetypical Enforcer is one who shakes down businesses and beats down snitches for the benefit of their Thieves Guild. Other examples of Enforcers could be secret police, ensuring all threats to their nation are dealt with in ways which will inspire fear into others who may harbor rebellious thoughts.
Bonus Proficiencies
When you take this subclass at 3rd level, you can proficiency in Martial Weapons and Medium Armor.
Brutal Attack
When you take this subclass at 3rd level, you learn to hit enemies where it hurts. Once per turn, you deal an extra 2d4 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use your Strength modifier. You cannot use Sneak Attack and Brutal Attack on the same turn.
You don't need advantage on the attack roll if another enemy of your target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of damage increases to by 1d4 at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 18th levels.
Extra Attack
Starting at 9th level, whenever you take the Attack action on your turn, you can make two attacks instead of one.
If you do not use your Action to take the Attack action, you can use your Cunning Action to perform a single weapon attack.
Dirty Fighting
Whenever you deal Brutal Attack or Sneak Attack damage to a creature, all other attacks against that creature have advantage, and the creature suffers disadvantage on all saving throws. This effect lasts until the beginning of your next turn.
Threatening Command
As a bonus action, you can make a create you can see roll a Wisdom Saving Throw contested by your Passive Intimidation. If you succeed, you can issue a one word command to that creature, and it will be forced to follow it, much as if you had cast the Command spell.
The creature must be able to hear, it must understand the language you speak the command in, and the command cannot be directly harmful to it. The creature will obey the command for 1 round.
Some common examples of commands are as follows:
Approach: the target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no Actions. A fly creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
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