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Knight

Medium Humanoid any alignment

Armour class
18
Hit points
52 (8d8+16)
Speed
walk 30 ft.
Challenge
3
  • STR 16 (+3)
  • DEX 11 (+0)
  • CON 14 (+2)
  • INT 11 (+0)
  • WIS 11 (+0)
  • CHA 15 (+2)
Senses
passive Perception 10
Languages
any one language (usually Common)

Brave. The knight has advantage on saving throws against being frightened.

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.

Multiattack. The knight makes two melee attacks.

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.

System Reference Document 5.1 · Creative Commons Attribution 4.0

Hearthhall is a private home for a campaign — a shared wiki, play-by-post boards, character sheets, and an initiative tracker you can drop this thing into. The rest of the library is open to everyone; campaigns looking for players are too.