Base Class: Rogue
This subclass is made as a personal version of NordOfTheNorth's Abductor/Bogeyman Subclass for the Rouge. All credits go to this guy, and these are simply my tweaks for a player in my campaign
Snatchers transfromation
When you choose this archetype at 3rd level, you gain resistance to Necrotic damage, and have proficiency in Intimidation checks. If you already have proficiency with Intimidation, you instead gain Expertise .
Abductors Handywork
'Tween the Ribs. Whenever you successfully grapple creature, you may use a bonus action to make an attack with a melee weapon.
Kidnap. As an action, you can attempt a grapple on a humanoid creature your size or smaller as long as no friendly creatures are within 5ft of the target. Until this grapple ends, the target is restrained, cannot cast spells that require somatic components, and it also cannot speak or cast spells that require verbal components. During this special grapple, your speed is not halved when dragging or carrying a creature grappled in this way. Your target has disadvantage on saves to avoid or escape the grapple if you are in dim light or darker
Strangle. As an action, you can use two free hands to force a target to make a strength saving throw, or be placed into a special grapple. If you succeed, the target will begin suffocating and will be unable to speak can't speak, nor cast spells that require verbal components. While choking, the target can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its last turn with breath in its lungs, the target falls unconscious for 2d4 hours, and the target cannot be awoken until it can breathe again. If the strangling continue after the target has become unconscious, the target will fall to zero hit points, and die
Bogeyman’s Associates
Starting at 9th level, you gain the ability to cast Summon Undead once per long rest, with the following stipulations:
•You summon 3 undead, instead of 1
•All Undead take the Ghostly form
Shadow of the Abductor
By 13th level, you gain the ability to go invisible while you are within dim light or darker. You may stay invisible indefinitely, even if you attack or kill another creature, so long as you are in dim light or darker, the invisibility will not end. This will end early if you leave the dark area that you have activated your ability
Aura of the Bogeyman’s Dread
Starting at 17th level, you can activate a 30ft diameter circle of dread. All creatures of your choice within the circle must make a DC 20 Wisdom Saving throw. Those who fail the save are frightened of you, and while in the circle take an amount of damage equal to 5 times your sneak attack dice. Creatures who pass the save are also frightened of you, but don’t take the damage. All creatures of your choice also have disadvantage on saves related to grapples from your Abductors Handywork feature.
Once you activate this ability, you can’t activate it again until you finish a Long Rest