Talewrite

Knight

Medium humanoid (any race), any alignment · 2014 rules, SRD 5.1

Armor Class
18 (armor)
Hit Points
52 (8d8+16)
Speed
30 ft.
STRDEXCONINTWISCHA
16 (+3)11 (+0)14 (+2)11 (+0)11 (+0)15 (+2)
Saving Throws
CON +4, WIS +2
Senses
passive perception 10
Languages
any one language (usually Common)
Challenge
3 (700 XP)

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. 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.

Also in the 2024 rules (SRD 5.2).

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/legalcode).