Base Class: Rogue
The Enforcer epitomises muscle and violence.
Whenever a well paying individual calls out their enforcers you can guarantee their targets are going to have a very bad time.
An enforcer strikes from nowhere, tackling you to the ground or throwing you around as they punish every single mistake with their vicious cunning. Enforcers do not believe in fighting fair and will employ all manner of dirty tactics to ensure their employer's message is heard loud and clear.
Bouncer
When you choose this archetype at 3rd level, you gain proficiency in Athletics and Intimidation.
Additionally you've learned how to strike vicious blows using any weapon available, including your club-like fists. Your unarmed strikes now deal 1d4 damage and you may use them or any other simple melee weapon to gain sneak attack bonuses instead of just finesse weapons.
Tackle
Starting at 3rd level, you know that the quickest way to victory is to overwhelm your opponent using sudden and explosive aggression. Whenever you successfully make a grapple or shove attack using your action, you may use your bonus action to make a melee weapon attack.
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if it is currently grappled by you. All the other rules for Sneak Attack still apply to you.
Overwhelm
Starting at 9th level, whenever an enemy misses you on their turn with an melee attack you may use your reaction to immediately make an attack of opportunity against them. If this attack is successful the target must succeed on a constitution saving throw of be stunned until the end of their current turn, the DC for the saving throw is equal to 8 + your proficiency modifier + your strength modifier.
Also while grappling a creature you may use your reaction to grant an allied creature additional damage on an attack roll against the same target equal to your level in this class. However you must declare this manoeuvre before they have made their attack roll.
Unflinching Bulwark
At 13th level, you gain advantage on all Athletics checks.
Additionally you gain advantage on saving throws to resist the Stunned, Paralyzed, Grappled, and Restrained conditions.
Knockout Blow
Starting at 17th level, you have learned how to precisely time your blows to render your opponents useless. When you attack and hit a creature that is surprised, it must make a CON saving throw (DC 8 + your Strength modifier + your proficiency bonus). On failure, the target is knocked unconscious for 1 minute.
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Posted Jun 17, 2019Overall this is solid, and nearly exactly what I have been looking for. Good job.