Knight Profession in Faerûn | World Anvil
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Knight

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.    

Knight CR: 3 (700 XP)

Medium humanoid (any race), any
Armor Class: 18 (plate armor)
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 Rating: 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 feet, one target. Hit: 2d6 + 3 slashing damage.   Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 feet, 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 feet 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.


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