Marksman. At the start of its turn, Yassop can gain advantage on all ranged weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Bomb Specialist. At the start of its turn, Yassop can forgo his Action to instead have 3 Bonus Actions this turn, however next turn he will not be able to use a Bonus Action
Legendary Shot. Ranged Weapon Attack: +10 to hit, reach 120 ft., one target. Hit: 18 (6d12 + 12) slashing damage.
Sniper Shot. Ranged Weapon Attack: +10 to hit, reach 240 ft., one target. Hit: 18 (3d20 + 12) slashing damage.
Acid Grenade. Ranged Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 18 (10d6 + 5) acid damage.
Ice Grenade. Ranged Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 18 (6d6 + 5) cold damage.
Fire Grenade. Ranged Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 18 (6d6 + 5) fire damage.
Electric Grenade. Ranged Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 18 (6d6 + 5) thunder damage.
Light Grenade. Ranged Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 18 (6d6 + 5) thunder damage.
Description
Yassop is the sniper of the Red Haired Crew. He is considered one of the best shooters in the world and has a keen eye. Although rumour has it that he is a terrible father.







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