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.
Brave: The knight has advantage on
Saving Throws against being
Frightened.
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.
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.