Rogue Archetype: Brutal Scoundrel

Thuggish Style

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to grapple or to shove a creature you are already grappling.

Brutality

At 3rd level, you can sneak attack grappled or restrained targets when using weapons wielded in one hand.

Additionally, your unarmed strikes to grappled or restrained targets deal 1d6 + your Strength modifier damage.

Terrifying Blow

At 9th level, you can frighten a target into submission when you sneak attack. When you choose to do so, you forgo adding your sneak attack damage. Instead the target

makes a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On success, the target is immune to this feature for 24 hours. On failure, the target is incapacitated and frightened for 1 minute. This effect ends early if the target is attacked or suffers damage before the duration ends. Creatures immune to fear are immune to this feature.

Menacing Ways

At 9th level, when you use Intimidation, you can extract an extra service and the time a target cooperates is twice as long.

Intimidation, What does it do?

The rules are vague this go around on the consequences of using intimidation in regards to the services PCs extract, how long cooperation lasts, and how much the NPC hates you afterwards. Awesome.

In this context, "cooperation" refers to the time span a person is trying to carry out the service. "Cure the disease afflicting my friend or I will kill you!" "It takes an hour to brew the tincture." Basically this ribbon is meant to extend the time a person is afraid (and therefore "helpful").

Arm Lock

When you grab something, it stays grabbed. Starting at 13th level, whenever a creature attempts to contest or escape your grapple, you treat his d20 rolls of 16 or higher as if it were a roll of 15.

Stop Hurting Yourself

When you reach 17th level, you have become a master at turning the weapons of your victims against themselves. As an action, you can make an attack roll (using your choice of Strength or Dexterity modifier) opposed by your opponent's Strength (Athletics) or Dexterity (Acrobatics). If you succeed, you disarm your opponent, take his weapon, and deal your unarmed strike damage.

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