Base Class: Rogue
Whether they are bouncers, hitmen, muggers, or all of the above, thugs are the most brutal, and often least subtle of all rogues. Many employ broken bottles and clubs into their fighting style, rather than daggers and bows. Most thugs are employed by criminal organizations or even small gangs, however there are those of much more reputable standing that employ their service as bodyguards.
Invasive
Starting at 3rd level, you can use your Cunning Action to attempt to shove or grapple a creature within 5 ft.
Bar Fighting
When you choose this archetype at 3rd level, you gain proficiency with improvised weapons.
In addition, you may apply sneak attack to damage rolls with any simple weapon that deals bludgeoning damage, improvised weapons, or unarmed strikes. This uses your sneak attack as normal.
Superior Athletics
Starting at 9th level, you have advantage on a Strength (Athletics) check if you move at least 20 feet in a straight line directly beforehand.
Thiggish Sturdiness
Beginning at 13th level, you can endure harsh effects and powerful poisons almost as well as you can dodge out of the way of blasts or traps. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Knockout Strike
When you reach 17th level, you excell at taking those you overpower out quickly. When you hit a creature with a melee attack that is grappled or prone, they must succeed on a constitution saving throw (DC = 8 + your proficiency bonus + your strength modifier) or be knocked unconscious. This ends after one minute, until they take damage, or until someone uses their action to wake them up. Once a creature is knocked unconscious this way, you cannot knock them unconscious with this trait for 1 hour.
Previous Versions
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