Rogue
Base Class: Rogue

Many rogues hone their skills in agility, cunning, and subtly.  You are not one of these people. What you lack in finesse you make up for with brute force and threats of violence.  Marauders, racketeers, and street thugs typically follow this archetype, but so do body guards, bounty hunters, and prize-fighters.

Bonus Proficencies

When you choose this archetype at 3rd level you gain proficiency with medium armor, improvised weapons, and the Intimidation skill if you don't already have it.

Brutal Attack

Starting at 3rd level, you can roll a d4 in place of the normal damage of your unarmed strike.

Additionally, you can make a Sneak Attack while using any weapon you are proficient with that isn't heavy, including your unarmed strike, as long as it damages the creature on a successful attack.  All other rules for the Sneak Attack class feature still apply to you.

Stunning Blow

At 3rd level, when you make a Sneak Attack while using a bludgeoning weapon or your unarmed strike, you can reduce the Sneak Attack damage dice used by 2d6 to force the creature to make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). If the creature fails the save, it is stunned until the end of your next turn.

You can use this stun mechanic a number of times equal to your Strength modifier (minimum of once) and you regain all expended uses of it when you finish a short or long rest.

Skulduggery

Starting at 9th level, you can use the bonus action granted by your Cunning Action to make an Athletics check, such as grappling or shoving an opponent.

Intimidating Demeanor

Beginning at 13th level, you can use your action to frighten someone with your intimidating presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency modifier + your Charisma modifier) or be frightened of you for the next minute. If the creature ends its turn out of line of sight or more than 10 feet away from you, it may repeat the saving throw to end the condition early.

If the creature has been incapacitated within the minute preceding your attempt to frighten them, it has disadvantage on saving throws against being frightened by you unless it ends its turn out of line of sight of you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Skull Splitter

When you reach 17th level, your blows have become powerful enough to knock-out even the toughest of foes.  If you land a critical hit that is also a Sneak Attack while using a bludgeoning weapon or your unarmed strike, you can force the creature to make a Constitution saving throw (DC equal to 8 + your proficiency modifier + your Strength modifier).  An incapacitated creature has disadvantage on this initial save.  If the creature fails the save, it falls unconscious for 1 minute. You can't target an unconscious creature with this feature. 

The creature may repeat the saving throw every time it receives damage, awaking once it succeeds on its save. Alternatively, another creature can use their action to wake the unconscious creature with a successful Medicine check (DC equal to 8 + your proficiency modifier + your Strength modifier).

You can use this feature a number of times equal to your Strength modifier (minimum of once) and you regain all expended uses of it when you finish a long rest.

Previous Versions

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