Thug

You've got a chip on your shoulder and the grit to push others around. Rogues of this archetype are one of the most common types out there. Called by few names - thugs, bandits, highwaymen, or similar names and insults. Brute force and scare tactics are your weapons of choice to get what you want.

Bully

Starting when you pick this archetype at 3rd level, when you go to strike, you can inhibit your enemies rather than hurt them. When you make an attack against creature of your size or smaller and hit, you can choose to not roll your weapons damage and instead push the target 5ft or knock them prone.

You may still roll sneak attack damage on this attack, but do not add your weapons damage dice or your ability modifier to the damage.

Intimidating Strike

Additionally at 3rd level, when you hit with an attack that you could deal sneak attack damage, you can force the creature you hit to make a Wisdom Saving throw. On a failure, the target is frightened of you until the end of their next turn.

The DC for the saving throw is 8. When you use this ability, you can choose to not roll sneak attack dice for damage and can instead roll your sneak attack dice and add that number to the DC for this ability. You choose how many dice you want to add to the DC after you hit, but before you roll sneak attack damage (up to all of your sneak attack damage dice).

Scare Tactics

Beginning at 9th level, your ability to intimidate others is frightening to say the least. When you use Intimidating Strike and you add all of your sneak attack dice to the DC, on a failed saving throw, the targets speed is reduced to 0 for the duration.

Nasty Reputation

At 13th level, if you are speaking to a creature that has heard of you and your exploits, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks against that creature. However, you have disadvantage on Charisma (Deception) checks to lie about acts you've been known to commit or to pass yourself off as someone else.

Art Source: Dungeons and Dragons 5th Edition Monster Manual

Bandit King

Starting at 17th level, you're a cut above just your average thug or bandit, in fact, they flock to you to follow the path you lead as it will likely lead them to riches.

Any time you encounter a bandit, thug, highwayman, or anyone else of skeevy occupation whos CR is equal to or less that your proficiency bonus, they will immediately become friendly to you and will aid and follow you as if they were hirelings. They only require half of the normal pay of hirelings and will not betray you unless you refuse to pay them or attack them directly.

The only thing they will want is pickings of loot. However, they are happy to get second pickings of loot to you as long as it at least pays for their day to day wages.

Aditionally, allies gained by this ability gain the following benifit: While within 30ft of you they add double their proficiency to Charisma (Intimiadation) checks they make.