Base Class: Rogue
While most rogues rely on subtlety and finesse, that is not the thug's way. A thug walks tall and proud, intimidating and extorting when they can, and beating others into a bloody pulp when words are not enough. Whether their violent actions are justified does not matter, you simply do not cross a thug.
Armed To the Teeth
When you choose this archetype at 3rd level, you gain proficiency with martial weapons, medium armor and shields. Additionally, when you attack with a melee weapon, you can deal sneak attack damage even if the melee weapon you are wielding does not have the finesse property (such as a mace, greataxe, etc). All other limitations of the Sneak Attack feature still apply.
Dreadful Display
Beginning at 3rd level, after you deal sneak attack damage on your turn to a creature within 5 feet of you, you can use your bonus action and force the damaged creature to make a Wisdom saving throw against a DC of 8 + you proficiency bonus + your Strength or Charisma modifier (your choice). On a failure, and if the creature can see or hear you, the damaged creature becomes frightened of you until the end of your next turn. On a success, the creature becomes immune to this feature for the next minute.
Fearmonger
At 9th level, you learn to use fear as a tool of manipulation. You have advantage on all Charisma checks when interacting with a creature that is frightened of you. Additionally, when attempt to use your Dreadful Display feature and the creature has an Intelligence score of 6 or higher, you can ignore the immunity to the frightened condition if the target creature has one, but the creature gains advantage on it’s saving throw against that feature.
Beatdown
At 13th level, you learn to exploit the vulnerability of frightened enemies. You gain advantage on melee attacks against any creature that is frightened.
Paralyzing Fear
Starting at 17th level, when a creature is frightened of you at the start of it’s turn, it must make a Wisdom saving throw. The DC for the save equals 8 + your proficiency bonus + your Charisma or Strength modifier (your choice). On a failure, the creature becomes incapacitated and it’s speed is reduced to 0.
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