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D&D 5th Edition

Compendium

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Knight

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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

AC
18 (Plate)
Alignment
Any Alignment
CHA
15
CON
14
Challenge Rating
3
DEX
11
HP
52 (8d8+16)
INT
11
Languages
Any One Language (Usually Common)
Passive Perception
10
Roll 0
1d20 + 5 2d6+3
Roll 1
1d20 + 2 1d10
STR
16
Saving Throws
Con +4, Wis +2
Size
Medium
Speed
30 ft.
Type
humanoid (any race)
WIS
11
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