Knight Medium Humanoid (Any Race), Any Alignment
- Armor Class
- 18 (plate)
- Hit Points
- 52 (8d8 + 16)
- Speed
- 30 ft.
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| SCORE | 16 | 11 | 14 | 11 | 11 | 15 |
| MOD | +3 | +0 | +2 | +0 | +0 | +2 |
| SAVE | +3 | +0 | +2 | +0 | +0 | +2 |
- Saving Throws
- Con +4, Wis +2
- Senses
- Passive Perception 10
- Languages
- any one language (usually Common)
- CR
- 3 (XP 700)
Traits
Brave. The knight has advantage on saving throws against being frightened.
Actions
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) Slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) Piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.