Base Class: Rogue
The backbones of any good Thieves' Guild, enforcers are ruthless thugs skilled at intimidation and violence. Usually charged with running protection rackets for the guild, enforcers also handle internal problems of the Guild, ensuring that no Guild member snitches to the authorities or takes more than his or her own share
BONUS PROFICIENCIES
When you choose this archetype at 3rd level, you gain proficiency with medium armor and martial weapons
BRUTAL ATTACK
Starting at 3rd level, you can make a Sneak Attack using any simple or martial melee weapon
MASSIVE SHOVE
At 9th level, when you make an attack, you can shove the target as a bonus action. If you succeed, you can push the creature up to 15 feet away from you, rather than 5 feet. Additionally, if you make an attack with a reach weapon, you can use your bonus action to make a shove attempt in reverse, pulling the target towards you on a success
THREATENING DEMEANOR
By 13th level, you are an expert in threatening postures and gestures. When you roll initiative, choose one creature within 60 feet that you can see to make a Wisdom saving throw. The DC equals to 8 + your proficiency bonus + your Strength or Charisma modifier (your choice). On a failed save, the target is frightened by you for up to 1 minute. While the creature is frightened of you, you can make attack rolls against it with advantage. The frighted creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success
DOUBLE ATTACK
Starting at 17th level, when you reduce a creature to 0 hit points on your turn, you can use your bonus action to make another attack. This attack can be a Sneak Attack, even if you have already made one on your turn
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