Base Class: Rogue
Some rogues are employed as enforcers, brutes and brawlers. Their jobs require dexterity to move quickly and strenght to disable opponents. Rogues of this archetype are often part of an organization and work best as henchmen or ‘goons’. Besides knowing how to land a good hit, you learn to enforce and intimidate your enemies with both your muscles and quickness to stab. Of all the rogues, these are the ones you fear most when they are right in front of you.
Brutish Behavior
You have learned to grapple and intimidate enemies to make sure they don’t run away from paying their dues. You gain profiency in the Athletics and Intimidation skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Grab and Stab
You know how to land a mean hit whenever you got someone in your hold. You gain advantage on attacks against grappled targets. Furthermore, whenever you use your action to grapple a target, you can use your bonus action to make a weapon attack against that target.
Crowd Control
Beginning at 9nth level, you can use your action to frighten someone with your menacing presence. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. When creatures are frightened as a result of failing this save, you have advantage on attack rolls against them. Once you do so, you can't use this feature again until you finish a short or long rest.
Furthermore, you can give yourself a bonus to your initiative rolls equal to your Strength modifier.
Pinned Down
Starting at 13th level, you have learned to use your reflexes when grappling to avoid danger. When the creature you are grappling hits you, you can use your Uncanny Dodge to prevent all damage from that hit. Furthermore, when a creature makes an attack against you while you are grappling another creature, you can use your reaction to use your grappled target as a human shield. Your AC gets a +3 and if the attack misses you, it instead hits the target you are holding. The damage for that creature is halved as the attacker tries to hold back his attack.
Snap Neck
Starting at 17th level, you can try to snap the neck of a creature you are grappling. When you attack and hit a creature that is grappled by you, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your Strength modifier). If the creature's hit points are 100 or less and it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d6 bludgeoning damage on top of any sneak attack damage applied. You must finish a long rest before you can use this feature again.
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