Comments from the Finger: This one's been on my list for a while, since it work for both the Nightsong Enforcer for 5e (without as much campaign-specific tat) and the rogue Thug alternate class feature from 3.5.
The backbones of any good Thieves' Guild, enforcers are ruthless thugs skilled at intimidation and violence. Usually charged with running protection rackets for the guild, enforcers also handle internal problems of the Guild, ensuring that no Guild member snitches to the authorities or takes more than his or her own share.
When you choose this archetype at 3rd level, you gain proficiency with medium armor and martial weapons that aren't heavy.
Starting at 3rd level, you can make a Sneak Attack using any weapon that isn't heavy.
At 9th level, when you make an attack, you can shove the target as a bonus action. If you succeed, you can push the creature up to 15 feet away from you, rather than 5 feet.
Additionally, if you make an attack with a reach weapon, you can use your bonus action to make a shove attempt in reverse, pulling the target towards you on a success.
Beginning at 13th level, you are an expert at frightening people and can posture threateningly as an action. 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.
While a creature is frightened of you, you can make attack rolls against it with advantage.
Starting at 17th level, when you reduce a creature to 0 hit points on your turn, you can use your bonus action to make another attack. This attack can be a Sneak Attack, even if you have already made a one on your turn.
Changelog: 8/15/16: Bonus Proficiencies: Includes medium armor
Massive Shove: Reworded, typo fixed
Double Attack: Provides a bonus action to make the second attack