“Trained” in the art of breaking arms and legs with brutal force, thugs are a common sight in urban areas. They are often hired as enforcers and debt collectors, whether by legitimate or illegitimate groups, and are the perfect blunt instrument for getting answers out of those who have information that they’d rather not disclose.
Beginning at 3rd level, when you are not wearing heavy armor you can use your Constitution modifier in place of your Dexterity modifier to determine your armor class. This modifier is still limited by the armor’s maximum Dexterity bonus.
When you choose this archetype at 3rd level, you gain proficiency in medium armor as well as any one martial weapon. You may sneak attack with unarmed strikes, as well as any weapon with which you are proficient, even those without the finesse or ranged property, as long as the weapon does not have the versatile or two-handed property.
Starting at 9th level, you can use your action to frighten someone with your presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Improved Intimidating Presence
Starting at 13th level, if you have a weapon in your hand you may use your Intimidating Presence ability as a bonus action. Additionally, you have advantage on attack rolls against frightened creatures.
Starting at 17th level, when you roll a 1 on a sneak attack damage die you can reroll the die.