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Knight

Mediumhumanoid (any race),any alignment
Armor Class
18
Hit Points
52(8d8+ 16)
Speed
30 ft. ft.
str
16 (+3)
dex
11 (0)
con
14 (+2)
int
11 (0)
wis
11 (0)
cha
15 (+2)
Proficiency Bonus
+2.0
Saving Throws
Con +4, Wis +2
Senses
passive Perception 10
Languages
any one language (usually Common)
Challenge
3(700 XP)

Brave.The knight has advantage on saving throws against being frightened.

Description

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.

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 .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.