Medium Any Humanoid, Any
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.
Brave. The knight has advantage on saving throws agains being frightened.
Multiattack: The knight makes two melee attacks. Greatsword. Melee Weapon Attack: d20+5 to hit, reach 5ft., one target. Hit: 10 2d6+3 slashing damage. Heavy Crossbow. Ranged Weapon Attack: d20+2 to hit, range 100/400ft., one target. Hit: 5 d10 piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute the knight can utter a special command or warning whenever a non hostile creature that it can see within 30ft. 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.