Knight
Medium humanoid (any race), any alignment
Armour Class: 18 (plate)
Hit Points: 52 (8d8 + 16)
Speed: 30 ft.
STR | DEX | CON |
16 (+3) | 11 (+0) | 14 (+2) |
INT | WIS | CHA |
11 (+0) | 11 (+0) | 15 (+2) |
Saving Throws: Con +4, Wis +2
Senses: passive Perception 10
Languages: any one language (usually Common)
Challenge: 3 (700 XP)
Abilities
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 non-hostile 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 honoured. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.