Base Class: Rogue
Enforcers, bouncers, bullies and highwaymen usually follow this archetype. Unlike the more nimble thieves or assassins that are commonplace in the underbellies of all great cities, thugs are burly, tough looking individuals, that use their muscle and intimidating presence to get what they want. When a dark look or a show of strength isn't enough, thugs quickly resort to violence, grappling and manhandling their unfortunate victims.
One Way or the Other
At 3rd level, you hone your skills to get what you want from people. Choose either Intimidation or Athletics. You gain proficiency and expertise in the chosen skill.
In addition, more than one unsuspected knife to the gut has taught you the value of metal armor. You gain proficiency with medium armor.
Manhandler
When you choose this archetype at 3rd level, you gain the ability to use your muscles and explosive violence to shove and move other creatures on a whim. When attempting to Grapple or Shove a creature of your same size or smaller, you can use a bonus action to gain advantage on that ability check. The advantage does not extend to ability checks in the other creature's turn (such as an attempt to escape your grapple).
In addition, you have advantage on Attack rolls against a creature you are Grappling if you are using a melee weapon that lacks the Two-Handed, Heavy and Versatile property.
Burst of Violence
Starting at 9th level, when you succesfully Grapple a creature using an Action, you can use a weapon attack against that creature as part of the same Action.
Dark Demeanor
By 13th level, you have learned to use your cold gaze and imposing presence to sow fear in the heart of your enemies. As an Action, you can make a Charisma (Intimidation) check contested by a creature's Wisdom (Insight) check. The creature must be able to see you.
If you succeed on the check the creature becomes Frightened of you. This effect lasts for 1 minute or until the creature takes some time to dissipate the fear. As an Action, the creature can make a Wisdom saving throw against your Charsima Save DC. If it succeeds, it is no longer afraid of you and cannot be targeted again by this Feature.
Tough as Nails
When you reach 17th level, your tough body becomes used to beatings, exhaustion and all sorts of physical damage. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
In addition, you can spend 2 Hit Dice to ignore 1 level of Exhaustion until you take a Long Rest. This feature can't be used again until you take a Long Rest.
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