Roguish Archetype
The Bouncer
From the guardians of high class bars to being the head, head knocker of illegal gangs these stern and intimidating individuals know how to be not only menacing but effective in decimating their aggressors with sudden and often unexpected assault. These are the kind of heavy hitters who are gonna take you by the scruff of your neck and toss you outside if you get too rowdy at your local pub.
Pugilist's strikes
at 3rd level, you learn that sometimes not drawing your weapons at all is often not only quicker but also gives you the edge of surprise. Your unarmed strikes deal 1d6 bludgeoning damage, and you may perform a sneak attack with an unarmed strike or an improvised weapon, whether or not it has the finesse property. You also trigger your sneak attack on targets that are frightened. your Pugilist strikes increase in damage at 14th level to 2d6
Intimidating Glare
at 3rd level, you find keeping people in line is sometimes as simple as giving them a look. As a bonus action you can force a creature to make a Wisdom saving throw against your own intimidation check. On failure the creature is frightened for a minute, and can repeat its saving throw on its turn. On success it isn't frightened of you. you also can use your strength modifier for intimidation checks.
Assisting Restraint
at 9th level you can restrain combatants in a way that makes blows against them much more devastating. When you are grappling a creature you can and have not used your sneak attack this round, can as a reaction when an ally attacks the creature you are grappling, deal additional damage to the creature equal to half your sneak attack damage dice (rounded down).
Weave and duck
at 14th level you can duck and weave with your punches and strikes like second nature. You can now use your cunning action to dodge, after dodging you gain advantage on dexterity saving throws until the start of your next turn. Though you can not use your sneak attack until the end of your next turn.
Total Knock out
at 17th level, you have learned how to punch a guy in just the right way to knock his lights out. when you score a critical hit against a target they must succeed a Constitution saving throw the DC is 8 + proficiency modifier + your strength modifier. On failure the creature is rendered stunned for 1d4 rounds and knocked prone. if a creature succeeds against your Total knockout they suffer no effect from it. you can actively attempt a Total knockout once per Short rest but must designate so before an attack roll is made on hit you deal damage and the save must be made.
text credit Art by: Raplhorlesy.
brew by: U/Tauterstar
