Rogue Archetype: Thug
Some rogues are not clever. They’re not tricksy. They’re not even particularly rakish. They follow their bosses like dogs and loom like gorillas over those who make late payments. They carry saps and truncheons instead of daggers, and depend on a smarter criminal to keep them out of the noose. These thugs are good at fighting, but they lack the training and discipline of a fighter, the grace and subtlety of an assassin, or the iron nerves and primal instincts of a barbarian. What they do have is a mean streak and a thick skull. They’re good at two things: hurting people, and threatening to hurt people.
At 3rd level when you select the Thug archetype, you gain proficiency with medium armor as well as with the flail, greatsword, maul, war pick, warhammer, and whip. You can use these weapons to make sneak attacks.
You and creatures you aid with the Help action may add your strength bonus to Intimidate checks. Additionally, you gain 3 hit points now and another hit point every time you gain a level in this class.
Starting at 9th level, you can use the bonus action granted by your Cunning Action to make a grapple or shove attack. Additionally, when you successfully grapple a creature, you can clap a hand over that creature’s mouth, muffling their cries and making spells with verbal components impossible to cast for as long as they remain grappled.
Starting at 13th level, you have a real knack for causing crippling pain. Whenever you deal sneak attack damage to a creature with a melee attack, that creature makes a saving throw against a DC of 8 + your proficiency bonus + your strength or dexterity bonus. On a failed save, the creature is Frightened of you until the end of your next turn.
At 17th level, the breaking of bones and busting of kneecaps is like music and you are the composer. Once per turn, when you roll damage on a melee weapon attack that deals bludgeoning damage, you may reroll any number of the damage dice. If you do, you must use the new roll.