Rogue
Base Class: Rogue

Enforcers form the support structure for thieves, assassins, and other shady characters. More physically-inclined than a typical rogue, these brutes eschew charisma and grace in favor of underhanded maneuvers and heavy weaponry. Many become pirates or brigands, taking what they desire by force rather than finesse.

Most enforcers find the knives and hand crossbows so beloved of their smaller counterparts to be distasteful at best, and outright absurd for combat at worst. Such a rogue would sooner use a dagger to pick his teeth than solve his problems.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Brutal Strike

Starting at 3rd level, you can apply brute force with deadly precision. You can use your Sneak Attack when making an attack with one-handed or versatile weapons other than finesse or ranged weapons, including your unarmed strike. In addition, you don't need advantage on your attack roll or an additional hostile creature within 5 feet of the target to use Sneak Attack if you are making an opportunity attack.

Dirty Trick

Starting at 9th level, you can set up your own openings for a successful strike. You can use a bonus action to strike a creature within 5 feet of you in a sensitive area, throw sand in its eyes, or otherwise bully it with your physically or environment.

That creature must make a Dexterity or Constitution saving throw (DC 8 + your Strength modifier + your proficiency bonus). On a failed saving throw, the next melee weapon attack or unarmed strike the creature makes gains disadvantage, and your next attack on the creature gains advantage.

Powerful Physicality

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Charisma (Intimidation) check you make, and may add your Strength modifier as well as your Charisma modifier to the roll. You can also use a bonus action on your turn to gain advantage on the next Strength check you make to break free of bonds, break an object, or force open a stuck, locked, or barred door or chest. Other similar Strength checks may also receive this benefit at the GM's discretion.

Stopping Power

Starting at 17th level, you become an imposing target to try to pass by. When you make an opportunity attack against a creature, it must make a Constitution saving throw (DC 8 + your Strength modifier + your proficiency bonus). On a failed save, the creature's speed is reduced to 0 for one turn and it is knocked prone.

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