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







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Posted May 12, 2024I never say Ni
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Posted Dec 16, 2024"Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners."
How many commoners would there be and how many Guards?
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Posted Jan 25, 20252014 PHB says "Skilled hirelings include anyone hired to provide a service that involves a proficiency (including weapon, tool, or skill)" then calls out mercenaries as skilled. Knights are proficient in martial weapons and heavy armor. That said, a knight isn't usually a valid hireling, since they pledge service to a cause or ruler, they normally don't do mercenary work. (not that you can't use the "knight" statblock for a mercenary)