Sneak Attack (1/Turn). The cutthroat deals an extra 14 (4d6) 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 cutthroat that isn't incapacitated and the crime boss doesn't have disadvantage on the attack roll.
Multiattack. The cutthroat makes two shortsword or dagger attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Cunning Action. The cutthroat can take the Dash, Disengage, or Hide action.
Uncanny Dodge. The cutthroat halves damage that it takes from an attack that hits it. The cutthroat must be able to see the attacker.
Description
Clasp Operatives
Members of the Clasp—a stealthy organization of spies, thieves, assassins, and smugglers—are at once beloved folk heroes worthy of bardsong and bedtime stories, and sinister scoundrels whose deeds are the stuff of infamous legend. While definitely in the business of discreetly performing illegal deeds for the wealthy, Clasp operatives are also known as the roguish heroes who saved countless common folk of Tal’Dorei during the Cinder King’s tyranny. They style their brand now as the “clasp” that holds society together—understanding that, after all, an organized criminal syndicate requires a functioning, civilized economy.
Clasp Cutthroat
When the thieves and assassins of the Clasp need to acquire additional funds or relieve certain people of their possessions, the organization’s cutthroats are the first to be called. However, the Clasp didn’t earn an extraordinary customer satisfaction rating by letting just any scoundrel claim the rank of cutthroat. An effective cutthroat is patient and precise. Sneak in, take cover, wait, strike only with advantage, and fight without honor. If spotted, misdirect by fleeing—then regain a strategic position, and attack when they least expect it.
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