Rogue
Base Class: Rogue

Enforcers are the renegade swordsmen, the rogue
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 combat techniques
that turn them into a one man army. By utilizing their training
with heavier, longer weapons they swath through crowds of
adversaries; unafraid of causing wide spread panic and
bloodshed, if it would mean accomplishing what they set out
to do.

Well-Armed

When you enter this subclass at 3rd level, you become
proficient in battleaxes, glaives, greatswords, halberds, mauls,
and warhammers; as well as medium armor. You can use your
Sneak Attack feature with any melee weapon that you are
wielding with two hands. You must be proficient with the
weapon, and the weapon must have the two-handed or
versatile property.

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.

Decimate

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 a two-handed melee weapon, you can use your
bonus action and forgo 1d6 of the Sneak Attack damage to
attack another creature.

Improved Decimate

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 attacks 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, and each attack made this way must target a separate
creature.

The Fear Factor

Also at 9th level, your attacks strike fear into the
hearts of your adversaries. When you hit a creature
using your Decimate feature, you don't provoke
opportunity attacks from that creature for the rest of
the turn.
Additionally, if you have attacked a creature within
the last hour, you can use your Strength modifier in
place of your Charisma modifier when making an
Intimidation check against them.

Blending

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 Strength 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 Strength 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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