Rogue
Base Class: Rogue

The Rogue subclass from "Solasta Magister of the Crown" tweaked to work in any tier of 5e gameplay 

The Hoodlum is a Rogue who specializes in being up close with enemies, wielding weapons that normal rogues would turn away from in fear of being unwieldy. this Rogue gains proficiencies in medium armor and shields, bypasses the finesse requirement for Sneak Attack, and gains alternate routes to Sneak Attack besides relying on other allies as distractions. 

The design idea behind hoodlum is to allow Rogues to function off of Strength instead of just Dexterity, allow the use of skill checks in combat, and give them an option of being an additional body in the front line of the party.

The Right Tools

When you choose this archetype at 3rd level, You gain proficiency with martial weapons, medium armors and shields.

Mean Mug

At level 3, Gain proficiency in Intimidation. If you are already proficient, gain expertise. 

Heavy Beating

Beginning at 3rd level, You can use Sneak Attack even when using non-finesse melee weapons.

Fight Dirty

Starting at level 9 you found brute force most effective. As a bonus action, you may use the shove action to attempt to push a creature within 5 feet of you prone. The target of your shove must be no more than one size larger than you. If you succeed in shoving a creature prone using this feature you may make a melee weapon attack as a part of the same bonus action. 

Push the Advantage

At level 13, your attacks have a lasting effect on your opponents. An enemy that takes damage from your Sneak Attack feature will have disadvantage on their attack rolls against you until the start of your next turn

Best At What I Do

At level 17 your enemies learn to fear you.  Whenever you deal damage with Sneak Attack, you may roll a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. if you succeed, the target becomes frightened of you for 1 minute, or until you use this ability on a different target. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw (DC 15). On a successful save, the spell ends for that creature.

You can use this feature a number of times equal to your proficiency, and regain all uses of it on a long rest.

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