Clasp Member
Overview: Whether you grew up in the slum-run streets of Kymal
bamboozling foolish gamblers out of their fortune, or
spent your youth pilfering loose coin from the pockets
of the less-attentive travelers throughout Emon,
your lifestyle of deceiving-to-survive eventually drew
the attention of the Clasp: the most organized, and
dangerous, crime syndicate across Tal’Dorei. Offering
protection, a modicum of kinship, and a number of
useful resources to further develop your craft as a criminal,
you agree to receive the brand of the Clasp and join
their ranks.
You might have been working the guild’s lower ranks,
wandering the alleys as a simple cutpurse to fill the
meager coffers with wayward gold until the opportunity
arose to climb the professional ladder. Or you may have
been ordained a Spook, a clever actor and liar whose skill
in blending in with all facets of society has made you an
indispensable agent of information gathering. Perhaps
your technique with a blade and swiftness of action led
you to become a feared hitman for a Clasp Spireling,
sending you on the occasional contract to snuff the life of
some unfortunate soul who crossed the Clasp. Regardless,
while the threat of the law is ever looming, the advantages
to having a foot in such a powerful cartel can greatly outweigh
the paranoia.
Skill Proficiencies: Deception, plus your choice of one between Sleight of Hand or Stealth
Tool Proficiencies: Your choice of one from Thieves’ Tools, Forgery Kit, or Disguise Kit.
Languages: Thieves' Cant
Equipment: A set of dark common clothes including
a hood, a set of tools to match your choice of tool
proficiency, and a belt pouch containing 10g.
Features: Feature: A Favor In Turn
You have gained enough clout within the Clasp that you
can call in a favor from your contacts, should you be close
enough to a center of Clasp activity. A request for a favor
can be no longer than 20 words, and is passed up the
chain to an undisclosed Spireling for approval. This favor
can take a shape up to the DM’s discretion depending on
the request, with varying speeds of fulfillment: If muscle
is requested, an NPC Clasp minion can temporarily
aid the party. If money is needed, a small loan can be
provided. If you’ve been imprisoned, they can look into
breaking you free, or paying off the jailer.
The turn comes when a favor is asked to be repaid. The
favor debt can be called in without warning, and many
times with intended immediacy. Perhaps the player is
called to commit a specific burglary without the option to
decline. Maybe they must press a dignitary for a specific
secret at an upcoming ball. The Clasp could even request
a hit on an NPC, no questions asked or answered. The
DM is to provide a debt call proportionate to the favor
fulfilled. If a favor is not repaid within a reasonable period
of time, membership to the Clasp can be revoked, and if
the debt is large enough, the player may become
the next hit contract to make
the rounds.
Variant: Myriad Operative
While the skill sets are similar in many ways, working
with the Myriad brings some different benefits and challenges.
The Myriad specializes in slavery and exotic trade,
so you have access to servants and rare materials at times
without using your A Favor In Turn ability. However,
your access to contacts is far more limited, and should you
be found out as Myriad by a member of the Clasp, you
will quickly find yourself hunted.
Suggested Characteristics: Use the tables for the Criminal background in the PHB
as the basis for your traits and motivations, modifying the
entries when appropriate to suit your identity as a member
of the Clasp. Your bond is likely associated with your
fellow Clasp members or the individual who introduced
you to the organization. Your ideal probably involves
establishing your importance and indispensability within
the Clasp. You joined to improve your livelihood and
sense of purpose.