Rogue
Base Class: Rogue

In the shadowy corners of the criminal world, where strength and intimidation rule, the Thug Enforcer stands as a stark contrast to the archetypical rogue. Forgoing finesse and subtlety, this subclass embraces the brutal efficiency of physical prowess and psychological warfare. Thug Enforcers are the embodiment of fear on the streets, using their menacing aura and mastery of blunt force to dominate and control the underworld.

Born from the harsh realities of street life, Thug Enforcers have learned that sometimes the quickest way to resolve a conflict is through sheer intimidation and overpowering strength. They are experts at wielding blunt weapons, turning ordinary items like clubs, maces, and even barroom furniture into lethal tools. Their strikes are not just meant to injure, but also to send a clear message to anyone who dares cross them or their allies.

Intimidation is a key tool in the Thug Enforcer's arsenal. With just a look or a word, they can instill fear and doubt in the hearts of their enemies. This psychological edge often gives them the upper hand in confrontations, even before blows are exchanged. It’s not just their combat skills that make them formidable; it’s the reputation and presence they command.

Furthermore, Thug Enforcers are masters of grappling, using their strong grip and knowledge of leverage to restrain and subdue opponents. They understand the value of immobilizing a key target, be it for interrogation, to neutralize a threat, or to set an example for others. This skill set makes them valuable in both combat and more subtle operations, where a non-lethal approach may be preferred.

In the world of thieves and cutthroats, the Thug Enforcer is a rogue of a different breed. They walk a fine line between brute and tactician, blending the rogue's inherent cunning with a brawler's straightforward approach. Their presence alone can turn the tide of a battle, and their reputation often precedes them, making them both respected and feared figures in the criminal underworld.

Whether operating as the muscle for a criminal organization, a lone enforcer of street justice, or a mercenary with a code, Thug Enforcers are as versatile as they are intimidating. Their unique approach to the rogue's craft redefines what it means to be a master of the shadows, proving that sometimes the most effective way to operate in the dark is not with stealth, but with unabashed boldness.

Tools of the Trade

When you chose this archetype at 3rd level, you gain the ability to apply sneak attack damage with bludgeoning weapons that are rogue appropriate such as clubs, and maces. furthermore you become proficient with unarmed attacks which deal 1d4 damage increasing to a d6 at 6th level, d8 at 11th and d10 at 17th.

Underhanded Fighting

When you successfully deal sneak attack damage with a weapon that does bludgeoning damage or unarmed attack, you may attempt to grapple the same creature using your bonus action.

Thuggery

Starting at 9th level, you count as one size larger when determining your carry capacity and the weight you can drag or lift. Your speed is not halved when dragging or carrying a grappled creature, provided the creature is incapacitated or frightened. Additionally, at 9th level, you have advantage on attack rolls against a creature you are currently grappling and Slight of Hand checks can now be made with advantage if used to pick pocket or mug the creature you are grappling.

Shakedown

At 3rd level you learn the intimidation skill if you do not already possess it and may add your Str score to the roll. Creatures intimidated while grappled and below their hit point maximum must succeed a wisdom saving throw (Dc 8 + proficiency bonus + Str/Dex modifier) or become frightened. A creature intimidated in this way will remained frightened until they leave the thugs line of sight, the Thug becomes incapacitate or another creature is targeted using the shakedown action by the thug.

Body Shield

Beginning at 13th level, a grappled creature now counts as half cove provided they are no more than one size smaller than yourself. When attacked by a creature an you are currently grappling another creature, uncanny dodge can be used without reaction on attacks against you. Using uncanny dodge in this way automatically ends the grapple and the released creature takes 1d4 damage of the incoming attacks type.

Heavy Handed

Starting at 17th level, you are proficient with the flail and it possesses the finesse property while you wield it. creatures now take 1d6 damage instead of 1d4 when released from body shield using uncanny dodge. Damage dealt by your sneak attacks can be considered force damage provided the weapon possesses the bludgeoning damage type. If a creature is surprised when you successfully hit them they must succeed a strength save (dc 8 + proficiency bonus + str / dex modifier), on a failed save the creature is knocked prone.

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