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Knight
Source: SRD / Basic Rules
title: Knight

*Medium humanoid (any race), Any alignment*
- **Armor Class** 18 ([plate armor](compendium/items/plate-armor.md))
- **Hit Points** 52 (`8d8 + 16`)
- **Speed** 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|16 (+3)|11 (+0)|14 (+2)|11 (+0)|11 (+0)|15 (+2)|
- **Proficiency Bonus** +2
- **Saving Throws** Constitution +4, Wisdom +2
- **Skills** ⏤
- **Senses** passive Perception 10
- **Languages** any one language (usually Common)
- **Challenge** 3
## Traits
***Brave.*** The knight has advantage on saving throws against being [frightened](rules/conditions.md#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](rules/conditions.md#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.
^statblock
Environment
urban