Base Class: Rogue
A thug is easier to pick out from a crowd then their stealthier cousins, but that far from an accident. Brutal and arrogant, thugs are utilize their size and skill to impose their will on others. The thug is the most violent sort of rogue. Assassins are killers, certainly, but they depend on refinement and subtlety for their craft. Neither does a thief look to take a fight when one can be circumvented by nimble fingers. The thug, on the other hand, is more than happy to brawl in the street. Their intimidation tactics and martial prowess substitute for their lack of subterfuge; with a particular lean towards dirty fighting to give them their edge . Thugs are usually the muscle for a thieves guild, whether that means they take up jobs as bodyguards, enforcers, executioners, and racketeers. Thugs that are not part of the thieves guild would most likely be bodyguards for hire in a large city, as knowing the right back roads to take and who to bribe could be the difference between their client living and their client getting accosted or worse, dead.
Bonus Proficiency
As a thug, you don't rely on stealth like others of your kind, and as such are able to utilize larger, louder gear to get the job done.
When you choose this archetype at 3rd level, you gain proficiency in the Intimidation skill, if you already have this proficiency you gain expertise in it instead. Additionally you gain proficiency with two weapons of your choice and medium armor. The selected weapons cannot have the two-handed, special, or heavy properties.
Dirty Fighting
While stealth is the preferred options for most rogues, you have learned that sometimes taking a fight head on is a quicker route to getting your way. However, going for a more aggressive approach will require some learning some new tricks.
At 3rd level, you may use your Sneak Attack feature with any weapon with which you are proficient.
Additionally, you may use your bonus action to try to shove or grapple a creature within 5 feet of you and you have advantage on all rolls made to shove or grapple. If you successfully shove or grapple a creature this way you may impose the blinded or deafened on them as you box their ears or toss sand in their eyes.
Brash Taunting
As a 9th level Thug, you've learned that sometimes sharp words are just as effective as a sharp blade, and that a dancing tongue can distract an opponent long enough to trip them up.
You may use your reaction to taunt an enemy within 60ft of you that is making an attack. The taunted creature receives a negative modifier to their attack roll equal to half your rogue level rounded down, if this cause their attack to go below their targets AC, the attack misses.
You may use this feature a number of times equal to your proficiency bonus and regain all expended uses on a short rest or long rest.
Psych Out
At 13th level, you've become adept at making your enemies feel the true horror of incurring your wrath, when you hit a creature with your sneak attack you may make all damage from your sneak attack become psychic damage instead of its original damage type.
Additionally, when you make an attack roll, you may use your bonus action to attempt to psych out your target, make a contested intimidation check against the target's insight. If you succeed in the contest, the target loses concentration and cannot take reactions or bonus actions until the start of your next turn.
Thief’s Reflexes
By 17th level, your mere presence on the battlefield takes a mental toll on your enemies, and you've become an expert at exploiting any openings in your opponents defenses.
Your attacks ignore resistance to Psychic damage.
Your critical threshold is lowered by 2 to hit any target that is blinded, deafened, grappled, restrained, stunned, or prone with an attack.
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