Lightfooted. The Admiral can take the Dash or Disengage action as a bonus action on each of its turns.
Suave Defense. While the Admiral is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
Once per short rest: Find Familiar Hawk
Multiattack. The Admiral makes three attacks: one with a dagger or hand crossbow and two with its rapier.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 4) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 2) piercing damage.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) piercing damage.
Parry. Admiral Helmsley adds 2 to his AC against one melee attack that would hit him. To do so, the Admiral must see the attacker and be wielding a melee weapon.
Description
Fleet Admiral and mercenary
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