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 Strike
Beginning at 3rd level, when you deal sneak attack damage on your turn, the damaged creature must make a Wisdom saving throw against a DC of 8 + your 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.
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 you cause a creature to be frightened using your Dreadful Strike feature, you 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 the 17th level, when a creature is frightened of you at the start of its 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 can't attack you or target you with harmful abilities or magical effects, and its speed is reduced to 0. This effect lasts until the end of its turn.
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