Rogue
Base Class: Rogue

The muscle, the enforcer, the debt collector, the survivor.  Thugs are rogues that back their subtle with muscle. Sometimes the plan goes sour, a quick getaway impossible, or a heavier solution is needed, usually around kneecap height.  Other thugs are city guard or bounty hunters who understand to catch a criminal, you need to think like one. 

Simple Solutions

Beginning at 3rd level, you gain proficiency with medium armor and shields.

You also gain proficiency in Intimidation if you do not already have it, and you may add your Strength modifier to Intimidation checks.

Brute Strength

Starting at 3rd level, you have learned how to sneak attack with any weapon that doesn't have the heavy property.

In addition, you can use the Bonus Action granted to you by your Cunning Action to grapple or shove a creature.

Excessive Force

Beginning at 9th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Additionally, when you hit a surprised creature with a melee weapon attack, you can attempt to stun the target. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.

Save DC = 8 + your Proficiency Bonus + your Strength modifier

Tough as Nails

Beginning at 13th level, your body is hardened to damage. You gain hit points equal to your level, and it increases by 1 every time you gain a level in this class thereafter.

As a bonus action, you can spend hit dice to recover hit points. You can spend a number of hit dice up to your proficiency bonus.

In addition, during a short rest, you can regain a number of expended hit die equal to your Consitution modifier. Once you use this feature, you must finish a long rest before you can use it again.

Coup de grâce

At 17th level, your brutality knows no bounds. Your attacks against impaired creatures are especially devastating, dealing an extra 4d6 force damage.

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