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D&D 5th Edition

Compendium

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Knight

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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

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.

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 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 nonhostile creature that it can see within 30 ft. 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.

Attributes

Knight

Medium humanoid (any race), Any Alignment
  • Armor Class 18 (Plate)
  • Hit Points 52 (8d8+16)
  • Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
  • 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.

Actions


  • Multiattack. The knight makes two melee attacks.
  • Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage.
  • Heavy Crossbow. Ranged Weapon Attack: +2 to hit, reach 100/400 ft., one target. Hit: (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 30 ft. 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.