Knight
Medium Humanoid (any race), any alignment
700 XP
Special Abilities
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 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.
Quick Reference
Running This Encounter
Knights are disciplined combatants who rely on heavy armor and martial weapons to control the battlefield. Position them in defensible locations where their AC 18 provides maximum benefit, and consider flanking opportunities with allies. They have decent HP for their CR, so action economy matters—use multiple knights or support them with spellcasters or ranged attackers. Their Action Surge (if available in your version) or multiattack with weapons makes them dangerous in prolonged melee.
Combat Tactics
Knights engage enemies directly, preferring to lock down threats with opportunity attacks and defensive positioning rather than retreat. They fight until severely wounded, making tactical withdrawals only if their allies fall or they're overwhelmed by superior numbers. Use their reach weapons when possible and position them to protect weaker allies behind them.
Environment & Setting
Knights thrive in castles, fortified settlements, and organized military camps where their heavy armor and discipline shine. They're equally effective in tournaments, garrison duty, or dungeon guardians protecting noble treasures or prisoners.