GreenTengu
Adventurer
This doesn't work at all.
I think you lack the understanding of the basic mechanics of the game that would lead you to making something like this.
First-- Dexterity does not contribute solely to damage for the Rogue. It is also key to the class's armor class, improves initiative to allow them to act first and the key skills that a Rogue is expected to use (chiefly the all-important Stealth that allows you to even get opportunity attacks in the first place).
Giving the class access to 1-handed non finesse weapons does nothing. Finesse weapons are exactly identical to normal weapons in terms of damage output except that they allow you to completely ignore Strength and just use your Dexterity stat alone. So having access to those weapons doesn't give anyone any incentive to use them because, as I noted already, one's AC, initiative and important skills.
Next, Medium armor? Nope. Doesn't cut it. Medium armor is absolute trash. Even if you buy the feat to invest being extra good with Medium Armor, it is still utterly inferior to the other choices. In fact-- to get your maximum possible AC with medium armor, you STILL need a Dexterity score of 14. When you initially make your character, you only get so many points to spend or certain scores with your array. Later one can increase their scores and increasing the highest score is no more costly than increasing a lower one.
So you can have a character with 20 Dexterity and 10 Strength and thus get a +5 to your initiative, AC17, +5 bonus to hit dealing 1d8+5 damage with the main hand and 1d6+5 damage with the off hand and gets a +5 bonus to stealth in order to score those opportunity attacks.
OR you can have a character with 14 Dexterity and 16 Strength and thus get +2 to your initiative, AC16, +3 bonus to hit dealing 1d8+3 damage with main hand and 1d6+3 damage with the offhand and has only a +2 bonus to Stealth WITH DISADVANTAGE in order to score those opportunity attacks.
Even before we look at the abilities, this Strength based character even granted access to the other martial weapons and medium armor is a complete and utter failure compared to the straight Dexterity Rogue and no amount of feats you buy or attributes you increase (remembering that BOTH get to buy them) will ever make them come remotely close to being balanced.
But that isn't the end of it. You decided to build your abilities COMPLETELY around grapple and shove? Clearly you don't know what those abilities do.
Grapple just locks you and a particular target in place. Neither you nor the target can do any damage towards one another or do anything to reduce one's hit points closer to 0. In fact, it just leaves you both vulnerable to outside attacks. Unless you are outnumbering your enemies, which in D&D is practically never going to happen, it is NEVER worth grappling a target. And in order to get out the target need only beat you on a Strength or Dexterity check.
Pushing... unless you are in the equally super rare situation of there being a cliff or something to push the target over and you happen to be facing just right to do it? Well, it forces them prone which means that until they stand up they will be at a disadvantage on attack rolls and attack rolls against them will have advantage which sounds good EXCEPT.... on their turn they can just stand right up as a free action without incurring any sort of AoO or anything. And their next turn will always happen before your next turn unless you are dealing with a wonky initiative system... and it is quite possible that their initiative will come directly after yours and thus none of your allies would even be able to take advantage of it.
Oh, and in both of these cases you are going to be at a disadvantage if you are facing any creature bigger than you. Which in D&D happens all the time.
In other words, your alternative abilities are things just allow the character to do things that have next to no effect outside of situations that are virtually never going to be encountered instead of the universally effective ability to deal considerable damage which ALWAYS brings one closer to victory over any opponent of any size.
And just a reminder-- not only is this a worse, less useful, stupider ability... But because the character has a lower bonus and disadvantage on even getting the chance to use this ability at all.
The only decent thing you have her is the Coercive Presence which just ends up sucking because it is an effect based on a THIRD attribute as though expecting the character to invest in the dump stat in order to make themselves worse than normal wasn't bad enough to begin with, you expect them to invest in a third attribute in order to utilize one of this subclass abilities.
Seriously dude-- I dig what you were aiming to do here, but you desperately need to go back to the drawing board and start completely from scratch because you have failed to make a fun or balanced class in all respects here.
I think you lack the understanding of the basic mechanics of the game that would lead you to making something like this.
First-- Dexterity does not contribute solely to damage for the Rogue. It is also key to the class's armor class, improves initiative to allow them to act first and the key skills that a Rogue is expected to use (chiefly the all-important Stealth that allows you to even get opportunity attacks in the first place).
Giving the class access to 1-handed non finesse weapons does nothing. Finesse weapons are exactly identical to normal weapons in terms of damage output except that they allow you to completely ignore Strength and just use your Dexterity stat alone. So having access to those weapons doesn't give anyone any incentive to use them because, as I noted already, one's AC, initiative and important skills.
Next, Medium armor? Nope. Doesn't cut it. Medium armor is absolute trash. Even if you buy the feat to invest being extra good with Medium Armor, it is still utterly inferior to the other choices. In fact-- to get your maximum possible AC with medium armor, you STILL need a Dexterity score of 14. When you initially make your character, you only get so many points to spend or certain scores with your array. Later one can increase their scores and increasing the highest score is no more costly than increasing a lower one.
So you can have a character with 20 Dexterity and 10 Strength and thus get a +5 to your initiative, AC17, +5 bonus to hit dealing 1d8+5 damage with the main hand and 1d6+5 damage with the off hand and gets a +5 bonus to stealth in order to score those opportunity attacks.
OR you can have a character with 14 Dexterity and 16 Strength and thus get +2 to your initiative, AC16, +3 bonus to hit dealing 1d8+3 damage with main hand and 1d6+3 damage with the offhand and has only a +2 bonus to Stealth WITH DISADVANTAGE in order to score those opportunity attacks.
Even before we look at the abilities, this Strength based character even granted access to the other martial weapons and medium armor is a complete and utter failure compared to the straight Dexterity Rogue and no amount of feats you buy or attributes you increase (remembering that BOTH get to buy them) will ever make them come remotely close to being balanced.
But that isn't the end of it. You decided to build your abilities COMPLETELY around grapple and shove? Clearly you don't know what those abilities do.
Grapple just locks you and a particular target in place. Neither you nor the target can do any damage towards one another or do anything to reduce one's hit points closer to 0. In fact, it just leaves you both vulnerable to outside attacks. Unless you are outnumbering your enemies, which in D&D is practically never going to happen, it is NEVER worth grappling a target. And in order to get out the target need only beat you on a Strength or Dexterity check.
Pushing... unless you are in the equally super rare situation of there being a cliff or something to push the target over and you happen to be facing just right to do it? Well, it forces them prone which means that until they stand up they will be at a disadvantage on attack rolls and attack rolls against them will have advantage which sounds good EXCEPT.... on their turn they can just stand right up as a free action without incurring any sort of AoO or anything. And their next turn will always happen before your next turn unless you are dealing with a wonky initiative system... and it is quite possible that their initiative will come directly after yours and thus none of your allies would even be able to take advantage of it.
Oh, and in both of these cases you are going to be at a disadvantage if you are facing any creature bigger than you. Which in D&D happens all the time.
In other words, your alternative abilities are things just allow the character to do things that have next to no effect outside of situations that are virtually never going to be encountered instead of the universally effective ability to deal considerable damage which ALWAYS brings one closer to victory over any opponent of any size.
And just a reminder-- not only is this a worse, less useful, stupider ability... But because the character has a lower bonus and disadvantage on even getting the chance to use this ability at all.
The only decent thing you have her is the Coercive Presence which just ends up sucking because it is an effect based on a THIRD attribute as though expecting the character to invest in the dump stat in order to make themselves worse than normal wasn't bad enough to begin with, you expect them to invest in a third attribute in order to utilize one of this subclass abilities.
Seriously dude-- I dig what you were aiming to do here, but you desperately need to go back to the drawing board and start completely from scratch because you have failed to make a fun or balanced class in all respects here.