Rogue
Base Class: Rogue

Thugs excel at procuring items or information from others and have little regard for the consequences of their actions. Disregarding the law they are often employed as hired muscle or operatives utilising their intimidating disposition and callous nature to achieve their goals. Focusing more on strength and toughness the Thug isn’t afraid of a brawl and takes great pleasure in bludgeoning his enemies into submission.

Tools of the Trade

When you choose this archetype at 3rd level, Clubs and Light Hammers possess the Finesse property when wielded by you. If you make an unarmed strike it can be done with finesse for the purpose of surprise or sneak attacks.

Underhanded Fighting

When you successfully hit a creature using a melee weapon that has the Finesse property, you may attempt to grapple the same creature using your bonus action. 

Shakedown

You learn the intimidation skill if you do not already possess it. Creatures intimidated while grappled and below their hit point maximum must succeed a wisdom saving throw (DC 8+PB+STR/DEX modifier) or become frightened. A creature intimidated in this way will remain frightened until they leave the Thugs line of sight, the Thug becomes incapacitated or another creature is targeted using the Shakedown action by the Thug.

Hide the Evidence

Starting at 9th level, you count as one size larger when determining your carrying capacity and the weight you can drag or lift. Your speed is not halved when dragging or carrying a grappled creature, provided the creature is incapacitated or frightened. You can spend 1 minute creating a cover-up or attempting to dispose of evidence, provided you have access to fresh mud, dirt, plants, soot, debris, fire or any other simple resource permitted by the DM. Using Hide the Evidence in this way imposes disadvantage on any investigation or perception checks used by others to determine what happened in the next 24 hours.

Thuggery

Additionally at 9th level, you have advantage on attack rolls against a creature you are currently grappling. Sleight of hand checks can now be made with advantage if used to pick pocket or mug the creature you are grappling.

Body Shield

Beginning at 13th level, a grappled creature now counts as half cover provided they are the same size or larger than yourself. When attacked by a creature and you are currently grappling another creature, uncanny dodge can be used without reaction on attacks against you. Using uncanny dodge in this way automatically ends the grapple and the released creature takes 1d4 damage of the incoming attacks type.

Heavy Handed

Starting at 17th level, you are proficient with the Flail and it possesses the Finesse property while you wield it. Creatures now take 1d6 damage instead of 1d4 when released from Body Shield using Uncanny Dodge. Damage dealt by your sneak attacks can be considered force damage provided the weapon possesses the bludgeoning damage type. If a creature is surprised when you successfully hit them they must succeed a strength save (DC 8+PB+STR/DEX modifier), on a failed save the creature is knocked prone.

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