Rogue Archetype, Thug

Guildsmen, Highwaymen, Mercenaries and Bountyhunters alike share similar skillsets but benefit from a larger build than your typical cutpurse. An intimidating presence is as good as any silver tongue, and the ability to subdue targets rather than confront them is as useful of a skill as any.

Brute Force

When you choose this archetype at 3rd level you gain proficiency with medium armor, Wearing medium armor no longer imposes disadvantage on your stealth checks while moving at half your speed.

You can use any simple weapon for your sneak attacks as though it has the Finesse property. (You still use strength for weapons that do not have finesse.)

You care little for the finesse of a thief, instead using your brawn to get into places you would normally not be able to. You can replace your Dexterity modifier with your Strength modifier whenever you make an ability check with your thieve's tools.

Subdual

At 3rd level, you learn the art of strangling out your foes. You gain proficiency in Athletics. When you hit a creature that you are grappling with a melee weapon attack, you can attempt to knock the wind out of it The creature must succeed on a Constitution saving throw or starts to suffocate, and can't breath until it frees itself from the grapple.

The DC of this saving throw is equal to 8 + your proficiency bonus + your Strength modifier.

Intimidating Physique

Good cop, bad cop routine?

Beginning when you reach 9th level, each time you would make an Intimdation check you may use your Strength modifier instead of Charisma to make this check. Sometimes looking scary and brandishing a weapon can make people more pliable to your will. As an action you can make an Intimidation check against a creature who is not engaged in combat. (The target rolls Insight as a contested check) If the target fails this contest, any following Charisma checks made against the target have advantage while you remain within 30 feet of the target. The effect ends after 10 minutess have passed and the target becomes hostile toward you after it ends. (hostile might mean they call the guards, they hire mercenaries to attack you, or they just raise the prices the next time you come into their shop. It is the DM's choice of how the npc reacts after you have left, and they might even do nothing.) You may use this feature once, and can not use it again until you finish a long rest.

Promise of Violence

Sometimes shrugging off an attack is enough to end a fight.

Beginning when you reach 13th level, each time you are hit by a melee weapon attack, as a reaction, you can reduce the damage dealt by an amount equal to your strength modifier. (You may do this any number of times.) When you reduce any amount of damage you take from this feature you can choose to intimidate a creature within 30 feet. The target must be able to see and hear you, and must share a language with you, the target makes a Wisdom saving throw vs a DC of 8 + your proficiency + your Strength modifier. On a failure the target drops everything it is holding and falls prone, begging for its life until the end of your turn. While under this effect, as an action you can knock the target unconcious for 2d4 hours. When you use this feature you must complete a short rest before you can use it again.

Concussive Blows

At level 17 when you hit a creature with a weapon that deals bludgeoning damage you can change the damage type to psychic damage, and if the target would make a Constitution saving throw to maintain concentration on a spell or effect, it automatically fails the check. You may use this feature a number of times equal to your Strength modifier and must complete a short rest before you can use it again.

As a bonus action, you can put extra force into your next attack. When you hit a creature with a melee attack it makes a Constitution saving throw vs the amount of damage it took from this attack, on a failure the target has disadvantage on attack rolls, skill checks and saving throws until the start of your next turn. When a creature fails the check, you may not use this feature again until you complete a short rest.

or

When you deal damage to a creature with your Sneak Attack, you can forgo 5 of your Sneak Attack damage dice. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.