Base Class: Rogue
Not all rogues go about their craft with charm and stealth. Some would rather take what they want as directly as possible, wielding intimidation, dirty tricks, and muscle as blunt weapons. These rogues are most often found in the employ of seedy criminal organizations. Called upon when a heavy hand is needed, goons aren't picky about the methods they employ to further their distasteful goals.
Strong Arms
3rd-level Goon feature
At 3rd level, you use your muscular build to stay in the fight and anything else in reach to deal the dirtiest of blows. Your hit point maximum increases by one, and it increases by one again whenever you gain a level in this class.
In addition, you are proficient with improvised weapons and you can use your Sneak Attack feature with all simple weapons, improvised weapons, and your unarmed strikes.
No Holds Barred
3rd-level Goon feature
Additionally at 3rd level, when you take the Attack action, you may attack an additional time as long as one of those attacks is a grapple or an attack against a grappled creature.
In addition, any creature you successfully grapple also becomes restrained and you can drag or carry the grappled creature with you without your movement speed being halved.
Hostage Taker
At 9th level, whenever you successfully grapple a creature, you can force a creature that can hear you within 60 feet of you to make a Wisdom saving throw or become frightened of you for the next minute or until the creature you're grappling is no longer grappled. The DC for this is 8 + your Proficiency bonus + your Strength modifier. A construct or an undead is immune to this effect.
In addition, whenever you make a Charisma (Intimidation) check against a creature while grappling someone important or valuable to them, you have advantage on that check.
Seeing Stars
At 13th level, when you hit a creature with your Sneak Attack feature and deal bludgeoning damage with that attack, you can force that creature make a Constitution saving throw. On a failure, the creature is stunned until the end of your next turn. The DC for this check is 8 + your Proficiency bonus + your Strength modifier.
You may use this feature a number of times equal to your Strength modifier and you regain all expended uses of this feature on a long rest.
Choke Hold
At 17th level, your hold itself is enough to render your marks unconscious. Whenever creature you're grappling ends its turn grappled by you, if the creature needs to breathe, you can force them to make a Constitution saving throw. On a failure, that creature becomes unconscious for the next minute. The DC for this is 8 + your Proficiency bonus + your Strength modifier.
Once you use this feature, you can't do so again until you finish a short or long rest.
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