BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Walter Manny

Knight

Medium humanoid, any
Armor Class 18 (Plate)
Hit Points 52
Speed 30ft

STR
16 +3
DEX
11 0
CON
14 +2
INT
11 0
WIS
11 0
CHA
15 +2

Saving Throws CON +4, WIS +2
Senses Passive Perception 10
Languages Any One Language (Usually Common)
Challenge 3


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 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.

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.


 

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.

Manny
Current Location
Species
Ethnicity
Professions
Currently Held Titles
Children
Current Residence
Other Affiliations
Ruled Locations

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!