Rogue
Base Class: Rogue

Bruisers are muscle for thieves' guilds, mob families, corrupt nobles, and crime bosses. They aren't graceful duelists or silent killers. They loom in doorways, crack knuckles, and make people cooperate.

Heavy Hands

You gain proficiency with martial melee weapons.

Whenever you hit with a melee weapon using Strength or Dexterity and deal Sneak Attack damage, you may choose one of the following effects.

The target must succeed on a Constitution saving throw or:

  • Be pushed 10 feet.
  • Fall prone.
  • Have its speed reduced to 0 until the start of your next turn.

The save DC equals:

8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice).

You may use only one option per attack.

Reputation for Violence

You gain expertise in Intimidation.

When you make an Intimidation check, you may use Strength instead of Charisma.

Additionally:

Whenever you reduce a creature to 0 hit points, creatures of your choice within 15 feet that can see you have disadvantage on the next attack roll they make before the end of their next turn.

Bonebreaker

Once on each of your turns when you deal Sneak Attack damage with a melee attack, you may inflict one lingering injury.

Choose one:

Cracked Ribs

The creature has disadvantage on Strength checks and Strength saving throws until the end of your next turn.

Mangled Leg

The creature cannot take the Dash action and its speed is halved until the end of your next turn.

Ringing Head

The creature cannot take reactions until the start of your next turn.

Creatures immune to the Blinded or Stunned conditions are still affected unless the DM determines they lack anatomy.

Unstoppable Presence

At the start of your turn, choose one creature within 30 feet that can see you.

It must make a Wisdom saving throw, with the DC being 12 + your proficiency bonus.

On a failure, until the beginning of your next turn:

  • It has disadvantage attacking anyone except you.
  • It cannot willingly move closer to your allies.
  • If it moves away from you, it provokes opportunity attacks even if it normally wouldn't.

A creature that succeeds is immune to this feature for 24 hours.

Made Example

When you score a critical hit or reduce a creature to 0 hit points with Sneak Attack, choose any number of hostile creatures within 30 feet.

Each must make a Wisdom saving throw, with the DC being 12 + your Proficiency bonus.

On a failure, they are Frightened of you for 1 minute.

A frightened creature repeats the save at the end of each of its turns.

Additionally, while a creature is frightened by this feature:

  • Your opportunity attacks against it deal your Sneak Attack damage even if you've already dealt Sneak Attack this turn.
  • You may move up to half your speed immediately after reducing a creature to 0 hit points without provoking opportunity attacks.

You may use this feature once per long rest, or expend your Cunning Strike option (if available) to use it again.