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
DEX
CON
INT
WIS
CHA
Stat | Value |
---|---|
Creature Type | Medium Humanoid |
Alignment | Any alignment |
Armor Class | 18 (Plate) |
Hit Points | 52 (8d8 + 16) |
Combat Rating | 3 CR |
Speed | 30 ft |
Senses | Passive Perception 10 |
Languages | Any 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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