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Knight

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.

Source: Systems Reference Document

Attributes

STR

16 (+3)

DEX

11 (+0)

CON

14 (+2)

INT

11 (+0)

WIS

11 (+0)

CHA

15 (+2)
StatValue
Creature TypeMedium Humanoid
AlignmentAny alignment
Armor Class18 (Plate)
Hit Points52 (8d8 + 16)
Combat Rating3 CR
Speed30 ft
SensesPassive Perception 10
LanguagesAny one language (usually Common)

Skills

    Abilities

    Brave

    The knight has advantage on saving throws against being frightened.

    Actions

    • Multiattack : action

      The knight makes two melee attacks

    • Leadership (Recharges after a Short or Long Rest) : action

      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.

    • Parry : reaction

      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.

    Items

    Armor:

    Plate Armor - AC 18

    • Greatsword

      Melee weapon Attack

      +5 to hit, reach 5 ft., one target. Hit: 2d6 + 3 Slashing damage

      Rolls:

      Attack: 1d20 + 5

      Damage: 2d6 + 3

    • Crossbow (Heavy)

      Ranged weapon Attack

      +2 to hit, range (undefined/undefined) ft., one target. Hit: 1d10 + 0 Piercing damage.

      Rolls:

      Attack: 1d20 + 2

      Damage: 1d10 + 0

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