Piercer. Once per turn, when the Baron's Clasp Agent hits a creature with an attack that deals piercing damage, they can reroll one of the attack’s damage dice, and they must use the new roll. Additionally, when they score a critical hit that deals piercing damage to a creature, the Baron's Clasp Agent can roll one additional damage die when determining the extra piercing damage the target takes.
Sneak Attack (1/Turn). The Baron's Clasp Agent deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Baron's Clasp Agent that isn't incapacitated and the Baron's Clasp Agent doesn't have disadvantage on the attack roll.
Multiattack. The Baron's Clasp Agent makes two melee or ranged attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Thrown Dagger. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Description
The Baron use his Clasp Agents to gain the upper hand in a world of cutthroat politics. These Clasp Agents are trained to secretly gather information. Loyal Clasp Agents would rather die than divulge information that could compromise them or the Baron
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