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Knight

Knight

Medium humanoid (any race), any alignment

Armor Class 18 (plate)

Hit Points 52 (8d8 + 16)

Speed 30ft.

STRDEXCONINTWISCHA
16 (+3)11 (+0)14 (+2)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)

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 5ft., one target.
Hit: 10 (2d6 + 3) slashing damage.

Heavy Crossbow

Ranged Weapon Attack: +2 to hit, range 100/400ft., 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 30ft 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.

  • name Knight
  • type humanoid
  • ac 18
  • hp 52 (8d8 + 16)
  • size medium
  • alignment any alignment
  • abilities
      • name STR
      • value 16
      • name DEX
      • value 11
      • name CON
      • value 14
      • name INT
      • value 11
      • name WIS
      • value 11
      • name CHA
      • value 15
  • speed 30ft
  • cr 3