Enforcer
Rogue Class
Bonus proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the Intimidation and Athletics skills if you do not already. Additionally, you gain proficiency with the flail, greatclub, light hammer, mace, morningstar, and improvised bludgeoning weapons. These weapons are now able to be used in conjunction with your Sneak Attack feature.
Bully
You use tricks not often employed by rogues. Starting at 3rd level you gain the features below:
- When you make an unarmed strike, it deals bludgeoning damage equal to 1d4 + your Strength modifier.
- You can use the bonus action granted by Cunning Action to make a grapple attack against a creature within reach.
- You can use your Constitution, instead of Dexterity, to calculate your Armor Class in light and medium armor.
- You don't need advantage on your attack roll to use your Sneak Attack on creatures you have grappled. All the other rules for Sneak Attack still apply to you.
Interrogator
Your glance strikes fear into the hearts of the weak. Starting at 9th level, you can use a bonus action to make a Strength (Intimidation) check targeting a creature within 30 feet that can see you, contested by its Wisdom (Insight) check. If you succeed, the target is frightened of you until the start of your next turn, and you have advantage on the first attack roll you make against it before the start of your next turn.
You can use this feature a number of times equal to your Strength modifier (a minimum of once), and you regain all expended uses when you finish a short or long rest.
Imposing Physique
At 13th level, your body and mind has become accustomed to the gruesome work of your profession. You gain advantage on saving throws against any effect that would push you, pull you, knock you prone or frighten you.
Skull Cracker
You're a dirty fighter and exploit any advantage you can get.
At 17th level, you've learned to exploit the drop in an enemy’s guard. When you hit a creature with your Sneak Attack feature, that creature must make a Constitution saving throw(DC of 8 + your strength modifier + proficiency bonus). On a failed save, the creature becomes Stunned until the end of their next turn.
You can use this feature a number of times equal to your Strength modifier, and regain all uses after a long rest.