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.