Knight
The knight is a Medium humanoid of challenge rating 3 in the fifth-edition System Reference Document.
SRD 5.1 (2014)
Knight
- Size and type
- Medium humanoid
- Challenge
- 3 (700 XP)
- Armour class
- 18
- Hit points
- 52 (8d8+16)
- Speed
- 30 ft
- Saving throws
- Con +4, Wis +2
- Senses
- passive perception 10
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 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.
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. 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.
Page 400.
SRD 5.2.1 (2024)
Knight
- Size and type
- Medium humanoid
- Challenge
- 3 (700 XP)
- Armour class
- 18
- Hit points
- 52 (8d8+16)
- Speed
- 30 ft
- Saving throws
- Con +4, Wis +2
- Condition immunities
- frightened
- Senses
- passive perception 10
Actions
Multiattack. The knight makes two attacks, using Greatsword or Heavy Crossbow in any combination.
Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage.
Heavy Crossbow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) Piercing damage plus 4 (1d8) Radiant damage.
Reactions
Parry. Trigger: The knight is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss.
Page 302.
Fight a knight in Kith Moot. A 5e RPG in your browser with an AI game master. Free to start.