The Bully

Rogues who follow this archtype are typically aggressive and rely more on fear tactics than sneakiness. You learn to use your impressive bulk in and out of combat, as well as skills to help keep your targets subdued and obdient.

When you choose this archetype at 3rd level, you are able to stay nimble while wearing heavier armor. You gain proficiency with medium armor and shields.

Knock 'Em Senseless

Beginning at 3rd level, you may add the club and greatclub to your list of weapons that are able to activate your Sneak Attack feature. Whenever your Sneak Attack feature is activated with a weapon that deals bludgeoning damage, your target must succeed on a Constitution saving throw or they are knocked prone.

If your Sneak Attack feature is activated with a weapon that deals bludgeoning damage, and the attack was a critical hit, you may instead perform a bashing blow against your target. Your target must succeed on a Constitution saving throw or they are stunned until the end of your next turn. You are able to perform a bashing blow a number of times equal to your Strength modifier (minimum of 1). You regain all expended uses when you finish a long rest

The DC for either save is equal to 8 + your proficiency bonus + your Strength modifier.

Intimidating Presence

Starting at 9th level, you learn to better make use of your impressive physique. You may use your action to force up to 3 creatures you can see within 20 feet of you, that can both hear and understand you, to do tasks on your behalf by making an Intimidation (Strength) check contested by their Charisma saving throw.







































On a failed save, a creature acts as if they are under the effects of the Suggestion spell and will follow your command. Once you use this feature, you can’t use it again until you finish a short or long rest.

You also gain proficiency with the Intimidation skill if you don't already have it.

Personal Growth

When you reach 13th level, you gain one of the following features of your choice:

Maverick

You now realize that friends only get in the way and are just more ways for you to be taken advantage of. You may now use your Sneak Attack feature after any successful attack roll with a weapon that deals bludgeoning damage. You are still limited to one use of the Sneak Attack feature per turn.

Also, you much prefer dealing with problems on your own. While no ally is within 15 feet of you, you gain a bonus to all of your saving throws equal to your Charisma modifier.

Additionally, you may no longer perform the help action for an ally or receive help from an ally.

Team Player

You have come to grips with your fragile ego and need for validation. You gain proficiency with Charisma saving throws.

In addition, you recognize the need for allies and the power of teamwork. If an ally with 30 feet of you fails a Wisdom or Charisma saving throw, you may use your reaction and allow them to reroll their save. They may only reroll one die, even if the ally has advantage on the save.

Double Tap

At 17th level, after making a successful melee weapon attack and dealing bludgeoning damage, you may make another attack with the same weapon, against the same target, as part of the same action. On a hit, the target must make the saving throw from your Knock 'Em Senseless feature.