Base Class: Rogue
The enforcer isnt amongst the normal rogues of its ilk who use their nimble and dextrous digits to lift coin. No, enforcers are more direct. They'd rather knock someone out and lift the coin from their unconscious body. They specialise in applying brute strength to weak points to cripple their enemy. Making it easier for them and their allies to get around heavily armoured or nimble foes
Enforcement weapon
Starting at level 3 you have mastered the art of using a specific weapon with applied strength. Choose one simple or martial weapon that does not have finesse. You gain profiency in that weapon and can use that weapon for sneak attack.
Gang Tactics
Starring at level 3, you know how to exploit numbers to give yourself an advantage in combat. If a creature has already been attacked in the round you can exploit its moment of weakness defending itself to gain sneak attack.
Armour Cleave
Starting at Level 9, you have learned the art of applying strength to weak focal points in armours. As an action, Make a strength throw against the AC without ability modifiers against an enemy. On a success their Armour is broken and is treated as not being equiped. This does not work if they aren't wearing armour but does work against natural armour. This effect lasts until the Armour is mended.
Cripple Shot
Starting at level 9, you know how to deal with troublesome foes. When you make a melee weapon attack that has sneak attack you can suffer a - 5 to the attack roll to target a specific body part. If you damage equating to half your Rogue level rounded up or more that body part is crippled and remains so until the person receives healing equating to half the damage dealt. You can use this feature an amount of times equal to your strength modifier (minimum 1) and regain all uses on a long rest.
Your saving throw DC for the effects is 10 + your Strength modifier + half your profiency rounded down.
Target effects -
Arm - They must succeed on dexterity saving throw or they drop whatever they are carrying in that hand and can't cast spells with somatic components. On a pass or fail they have disadvantage on attacks using that hand and can't benefit from using a shield on that hand.
Leg - They must roll on a constitution saving throw. On a pass their movement is halved until the injury is healed. On a fail their movement becomes 15 feet, they have disadvantage on Dexterity saving throws and can't take the dash action.
Head - They must succeed on a constitution saving throw. On a pass they can't concentrate on spells. On a fail they can't concentrate on spells, take reactions and are stunned until the end of the round.
Intimidating stance
Starting at 13th level, you have learned how to make the most out of your dominant build and hold your self in an intimidating stance. You may add half your intimidation to persuasion checks. This can not be used if the target is 2 sizes larger than you, you have the bloodied condition or if you are trying to persuade them that you mean no harm or a likewise persuasion.
Superior Gang Tactics
Starting at 17th level, you have mastered the art of exploiting weaknesses when around allies and preventing escape. If a creature makes an attack against an ally, within 20 feet of you, and is within your melee attack range. You gain an attack of opportunity against them.
Additionally, if an enemy has been attacked by you or an ally within your melee attack range, it can not take the disengage action.
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