Hal Catapult
Character Traits
Personality Trait. I like a job well done, especially if I can convince someone else to do it. Ideal. Freedom. The sea is freedom — the freedom to go anywhere and do anything. (Chaotic) Bond. The ship is most important — crewmates and captains come and go. Flaw. I can’t help but pocket loose coins and other trinkets I come across.Hal Catapult
Medium Tabaxi, Navigator, Chaotic Neutral
STR
13
( +1 )
DEX
15
( +2 )
CON
13
( +1 )
INT
11
( +0 )
WIS
12
( +1 )
CHA
10
( +0 )
Feline Agility. When Hal moves on his turn in combat, he can double his speed until the end of the turn. He cannot use this trait again until he moves 0 feet on one of his turns. Sea Knowledge. Hal has advantage on Survival checks to navigate the Great Sea. Alternatively, he can use the Help action to grant another creature advantage on their check and add his bonus to their roll. He cannot perform this action during ocean storms. Pirate Tactics. Hal has advantage on an attack roll against a creature if at least one of his allies is within 5 ft of the creature.
Actions
Multiattack. Hal makes two melee attacks, one with his scimitar and one with his hook; or he makes one attack with a handaxe. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 1d6+2 slashing damage. Hook. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 1d4+2 piercing damage and the target is grappled. Handaxe. Melee Weapon Attack: +4 to hit, reach 5 ft, range 20/60, one target. Hit: 1d6+2 slashing damage.
Bonus Actions
What's This? Hal can use his tail to pilfer one tiny object from someone's pockets, off a table, etc. When he does so, he must succeed on a Sleight of Hand check. He makes this check with advantage.

A bombastic and reckless tabaxi pirate with poor leadership skills, but excellent navigation skills and plenty of knowledge of the Great Sea.
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