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 honoured. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.
Medium Humanoid (Any Race), Any Alignment
Defences
STR: 17ᵀ, DEX: 10, CON: 18ᴱ, INT: 10, WIS: 16ᴱ, CHA: 12
+2 parry bonus to strength defence vs. melee attacks
Stamina: 56 (d10 Recovery Die)
Damage Reduction: 9, Coverage: 1-16 (Padded Armour, Chain Shirt, Plate Armour with Visor, bulky, hard, noisy)
+1 bonus to DR vs. bludgeoning and slashing damage
Ability Scores
STR: 16 (+3), DEX: 11 (+0), CON: 14 (+2), INT: 11 (+0), WIS: 11 (+0), CHA: 15 (+2)
Speed: 40 feet
Actions
Multiattack: The knight makes two melee attacks.
Greatsword: Melee Weapon Attack: 2d20kh1+3 to hit (unwieldy), reach 10 ft. (long), one target. Hit: 3d4+5 piercing or slashing damage (two-handed).
Greatsword Bash: Melee Weapon Attack: 2d20kh1+3 to hit (unwieldy), reach 5 ft., one target. Hit: 1d4+5 bludgeoning damage (two-handed).
Heavy Crossbow: Ranged Weapon Attack: 2d20kh1+0 to hit (two-handed, unwieldy), range 100/400 ft., one target. Hit: 1d10 piercing damage (ammunition 20, load 2).
Leadership: For 1 minute, whenever an allied creature that the knight can see within 30 feet of it makes an attack roll or defence check, the knight utters a special command or warning. An affected creature gains +1d to its roll provided that 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 and recharges after a short or long rest.
Special Abilities
Brave: The knight has +1d to defences and defences checks vs fear.
Other
Skills: -1d to Athletics, Initiative and Stealth
Senses: Passive Perception 10
Languages: Any one language