Rogue
Base Class: Rogue

Enforcers are the renegade swordsmen, the rouge guardsmen, or the pissed off bodyguards that can be relied upon to do the impossible when all other alternatives fail. Unlike any other rogue, they specialize in versatile combat techniques that turn them into a one man army. By utilizing their martial and unarmed training with heavier  longer weapons, they swath through crowds of adversaries; unafraid of causing widespread panic and bloodshed, if it would mean accomplishing what they set out to do.

Well-Armed

When you enter this subclass at 3rd level, your martial training allows you to deal swift strikes with your fists. You gain the following benefits while you are unarmed:

  • You gain proficiency with improvised weapons.
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain rogue levels: [1d8] at 9th level, and [1d10] at 17th level.
  • You can use your Sneak Attack feature with your unarmed strikes.

Outnumbered, Unmatched

Starting at 3rd level, you can stand and fight against all odds. When you kill a creature, all hostile creatures within 15 feet of you have disadvantage on their first attack against you before the end of their next turn.

Decimation

Also at 3rd level, you develop a technique used to devastate your opposition. When you take the Attack action on your turn and would successfully inflict Sneak Attack damage to a creature with your unarmed strike, you can use your bonus action to forgo 1d6 of the Sneak Attack damage to attack again. You can only benefit from this feature once per turn.

Improved Decimation

Upon reaching 9th level, your technique evolves to account for an even greater amount of foes. Using your Decimate feature, you can forgo 1d6 damage any number of times to make an equal number of unarmed strikes as part of the bonus action granted by that feature. You cannot reduce your Sneak Attack damage below 0 this way. You may move between each of these attacks.

Fear Factor

Also at 9th level, your attacks strike fear into the hearts of your adversaries. When you hit a creature using your Decimation feature, you don't provoke opportunity attacks from that creature until the start of your next turn.

Additionally, if you have attacked a creature within the last hour, you can use your Strength or Dexterity modifier in place of your Charisma modifier when making an Intimidation check against them.

Assimilate

At 13th level, you become adept at blending into crowds. When you are within 10 feet of at least three or more non-hostile humanoids of your size, you are lightly obscured, and you can attempt to hide. Furthermore, when moving through well shadowed areas such as urban back-alleys, forests, or dark dungeons, you may gain advantage on Dexterity (Stealth) checks if you move no more than half your speed on the same turn.

Coup de Grâce

At 17th level, you master the art of death dealing, granting your opposition as swift an end as possible. When you hit a creature with 40 hit points or less with a melee weapon attack, the target must succeed on a Constitution saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) or die. 

Furthermore, when you kill a creature, creatures of your choice within 30 feet of you that can you see you, must make a Wisdom saving throw (DC 8 + your Dexterity modifier + your proficiency bonus), or become frightened. Creatures who succeed on this save are immune to its effects for 24 hours.

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