Knights

Champions Bound by Armor and Oaths

Knights are elite warriors sworn to serve a cause greater than themselves. Many serve monarchs, faiths, or noble houses, while others pursue their own ideals. They are trained from youth in the arts of war, steeped in honor, and armored for battle. Whether rallying troops, dueling for glory, or riding into battle under sacred banners, knights blend martial skill with purpose.

Most are cavalry soldiers, but not all knights ride Warhorses. Some fight on foot or from the backs of exotic beasts such as a Griffon. A knight may command soldiers, uphold ancient codes, or seek redemption on a perilous quest. At higher ranks, knights swear divine oaths that grant them miraculous powers fueled by faith, conviction, or zeal.

A knight clad in plate mail stands ready to uphold their sacred oath - for 5E paladins, martial NPCs, and oathbound foes

Knight Lore

  • Knights are highly trained warriors who fight with discipline, precision, and honor
  • Most swear fealty to a liege, faith, order, or cause, but some are oathless wanderers
  • They often lead soldiers into battle, command squires, or act as noble champions
  • Higher-ranking knights may gain divine powers through holy oaths and miracles
  • Knights fight with skill and tactics, often trained in advanced martial techniques

Knight Tactics

Knights are Soldier Role NPCs who lead from the front and dominate the battlefield. Knights frequently:


Knight Statblocks

From loyal squires to oathbound champions, these knight statblocks scale to suit any campaign. Knights are perfect for elite castle guards, tournament champions, or wandering paladins.

Knight

A capable and loyal combatant trained in the arts of war, the basic Knight leads by example and holds the line with skill and determination.

Knight

Summoned with Foe Foundry

Medium Humanoid (Knight)

AC 18 (Plate Armor) Initiative +0 (10)

HP 65 (10d8 + 20)

Speed 30 ft.

Mod Save
Str 18 +4 +4
Dex 10 +0 +0
Con 14 +2 +4
Mod Save
Int 10 +0 +0
Wis 12 +1 +1
Cha 14 +2 +2

Skills Athletics +6

Immunities Frightened

Senses Passive Perception 11

Languages Common

CR 3 (700 XP; PB +2)

Actions

Multiattack. The knight makes two Greatsword attacks. It may replace one attack with a use of its Command the Attack.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage.

Command the Attack (1/day). The knight issues a command to all allied creatures within 30 feet. Creatures who can see or hear the knight can use their reaction to make a single weapon attack with advantage.

Whirlwind of Steel (Recharge 5-6). The knight makes a lightning-fast flurry of strikes at a creature within 5 feet. The target must make a DC 14 Dexterity saving throw. On a failure, it takes 14 (4d6) slashing damage and is Bleeding [7 (2d6) piercing]. On a success, it instead takes half damage. A bleeding creature suffers 7 (2d6) ongoing piercing damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.

Reactions

Disciplined. If the knight misses an attack or fails a saving throw while another friendly creature is within 10 feet, it may use its reaction to re-roll the attack or saving throw.

Knight of the Realm

These prestigious knights serve kings, queens, and high lords. A Knight of the Realm combines martial prowess with tactical leadership.

Knight of the Realm

Summoned with Foe Foundry

Medium Humanoid (Knight)

AC 18 (Plate Armor) Initiative +4 (14)

HP 110 (17d8 + 34)

Speed 30 ft.

Mod Save
Str 18 +4 +7
Dex 12 +1 +1
Con 14 +2 +5
Mod Save
Int 12 +1 +1
Wis 17 +3 +6
Cha 15 +2 +5

Skills Athletics +7, AnimalHandling +6, Perception +6, Persuasion +5

Immunities Charmed, Frightened

Senses Passive Perception 16

Languages Common

CR 6 (2,300 XP; PB +3)

Actions

Multiattack. The knight makes three Blessed Blade attacks. It may replace two attacks with a use of its Rally the Troops, Whirlwind of Steel, or Spellcasting.

Blessed Blade. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage and 3 (1d6) radiant damage.

Rally the Troops (1/day). The knight rallies all friendly creatures within 60 feet, granting them 5 temporary hit points.

Whirlwind of Steel (Recharge 5-6). The knight makes a lightning-fast flurry of strikes at a creature within 5 feet. The target must make a DC 15 Dexterity saving throw. On a failure, it takes 14 (4d6) slashing damage and is Bleeding [7 (2d6) piercing]. On a success, it instead takes half damage. A bleeding creature suffers 7 (2d6) ongoing piercing damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.

Spellcasting. The knight casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):

1/day each: Lesser Restoration, Command (3rd), Cure Wounds (3rd)

Bonus Actions

Divine Smite (1/day). Immediately after hitting a target, the knight forces the target to make a DC 15 Constitution saving throw. On a failure, the target is Burning [11 (2d10) radiant]. A burning creature suffers 11 (2d10) ongoing radiant damage at the end of each of its turns. A creature may use an action to end the condition.

Trusty Steed (1/day). The knight calls its trusty Warhorse to its side. The steed uses its movement and action to move next to the knight, who can then mount it as part of this bonus action. The Warhorse then acts as a Controlled Mount for the knight.

Questing Knight

Sworn to a sacred cause, the Questing Knight journeys the world in pursuit of a sacred oath, which grants them divine power.

Questing Knight

Summoned with Foe Foundry

Medium Humanoid (Knight)

AC 18 (Plate Armor) Initiative +5 (15)

HP 195 (23d8 + 92)

Speed 30 ft.

Mod Save
Str 22 +6 +10
Dex 12 +1 +1
Con 18 +4 +8
Mod Save
Int 12 +1 +1
Wis 21 +5 +9
Cha 17 +3 +7

Skills Athletics +10, Perception +9, Persuasion +7

Immunities Charmed, Frightened

Senses Passive Perception 19

Languages Common

CR 12 (8,400 XP; PB +4)

Actions

Multiattack. The knight makes four Oathbound Blade attacks. It may replace two attacks with a use of its Stay in Formation or Spellcasting.

Oathbound Blade. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) slashing damage and 7 (2d6) radiant damage.

Stay in Formation (Recharge 5-6). The knight issues a command to all allied creatures within 30 feet. Creatures who can see or hear the knight can use their reaction to move up to half their speed without provoking opportunity attacks.

Spellcasting. The knight casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):

1/day each: Command (5th), Cure Wounds (5th), Dispel Evil and Goodc, Greater Restoration

Bonus Actions

Divine Smite (2/day). Immediately after hitting a target, the knight forces the target to make a DC 18 Constitution saving throw. On a failure, the target is Burning [11 (2d10) radiant]. A burning creature suffers 11 (2d10) ongoing radiant damage at the end of each of its turns. A creature may use an action to end the condition.

Disarming Attack (1/day). Immediately after hitting with an attack, the knight forces the target to make a DC 16 Strength saving throw. On a failure, the target must drop one item of the knight's choice that it is holding. The item lands at the target's feet.

Reactions

Disciplined. If the knight misses an attack or fails a saving throw while another friendly creature is within 10 feet, it may use its reaction to re-roll the attack or saving throw.

Paragon Knight

A Paragon Knight has sworn an unbreakable oath and is the embodiment of heroic ideals and battlefield mastery.

Paragon Knight

Summoned with Foe Foundry

Medium Humanoid (Knight)

AC 20 (Plate Armor +2) Initiative +11 (21)

HP 336 (32d8 + 192)

Speed 30 ft.

Mod Save
Str 23 +6 +11
Dex 12 +1 +1
Con 22 +6 +11
Mod Save
Int 12 +1 +1
Wis 20 +5 +10
Cha 18 +4 +9

Skills Athletics +11, AnimalHandling +10, Perception +10, Persuasion +9

Immunities Charmed, Frightened

Senses Passive Perception 20

Languages Common

CR 16 (15,000 XP; PB +5)

Traits

Legendary Prowess (3/day). The knight can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 15 force damage.

Actions

Multiattack. The knight makes three Oathbound Blade attacks. It may replace two attacks with a use of its Inspiring Commander or Spellcasting.

Oathbound Blade. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) slashing damage and 7 (2d6) radiant damage. On a hit, the target has disadvantage on attack rolls against any other creature until the end of its next turn.

Inspiring Commander (1/day). The knight inspires other creatures of its choice within 30 feet that can hear and understand it. For the next minute, inspired creatures gain a +5 bonus to attack rolls and saving throws.

Spellcasting. The knight casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 18):

1/day each: Command (5th), Cure Wounds (5th), Dispel Evil and Goodc, Greater Restoration

Bonus Actions

Griffon Mount (1/day). The knight calls its bonded Griffon to its side. The Griffon joins initiative immediately after the knight and uses its movement and action to swoop in and pick up the knight. The Griffon then acts as an Independent Mount for the knight.

Divine Smite (2/day). Immediately after hitting a target, the knight forces the target to make a DC 19 Constitution saving throw. On a failure, the target is Burning [16 (3d10) radiant]. A burning creature suffers 16 (3d10) ongoing radiant damage at the end of each of its turns. A creature may use an action to end the condition.

Reactions

Parry and Riposte (Recharge 5-6). The knight adds +3 to their Armor Class against one melee attack that would hit them. If the attack misses, this creature can immediately make a weapon attack against the creature making the parried attack.

Legendary Actions (3)

Attack. The knight makes a Oathbound Blade attack.

Move. The knight moves up to its speed.

Spellcasting. The knight uses Spellcasting. It can't take this action again until the start of its next turn.

Knight Encounter Ideas

These knight-themed 5E encounters are built for dramatic reveals, battlefield moments, and moral tests. Use them to introduce loyal retainers, confront duty-bound foes, or test the party's sense of honor.

  • A wounded Knight staggers forward, beseeching the party for help. Their liege has been kidnapped by Bandits not far away. The bandits wish to ransom their prisoner in return for amnesty.
  • A group of villagers flees a merciless and duty-bound Knight of the Realm and his squires who are hunting them down for failing to pay taxes to their liege.
  • The PCs stumble upon the tail-end of a battle - a Knight and a handful of Line Infantry are encircled by a horde of Berserkers. The knight flies the banner of a faction or NPC important to the party. Though the knight stands unwavering, the other troops look close to surrendering.
  • A Paragon Knight is disguised as an old begger asking for help. He rewards those who honorably offer aid and punishes those who refuse to help. The knight seeks the fabled heroes of prophecy.

Knight Adventure Ideas

These knightly adventure hooks feature chivalric quests, sacred oaths, and noble duels. Perfect for weaving knights into multi-session 5E arcs with politics, prophecy, or battlefield stakes.

  • A Knight who swore an oath to recover a legendary artifact wishes to join the PCs on their next quest, believing that the artifact will be uncovered. The knight swore to never lie, retreat, or abandon the cause.
  • A knightly tournament is being held to choose the next royal heir. The PCs have been hired by one of the heirs (of questionable suitability to rule) to face off against the other claimant's Knight of the Realm champions.
  • A Questing Knight has sworn an oath to defeat the same villain the PCs are currently dealing with by the next holy day. The knight believes the PCs are amateurs and demands they stay out of her way.
  • An honorable Paragon Knight has been misled by one of the villains into believing the PCs are a threat to the stability of the realm. The knight tracks down the party for their alleged transgressions.


FAQ: Knights in 5E

How do I build a knight NPC in 5E?

You can use Foe Foundry to generate a Knight and customize it with thematic powers like Heroism, Disciplined, Mounted Warrior, and Taunt.

What is the CR of a knight in 5E?
Most knight NPCs fall between CR 3–9. A basic Knight is CR 3. Foe Foundry also has more powerful Knight of the Realm (CR 6), Questing Knight (CR 12), and Paragon Knight (CR 16, legendary).

What tactics do knight NPCs use in 5E?
Knights rely on battlefield control, mounted mobility, and tactical leadership. They often open with mounted charges or use powers like Rally the Troops, Interception, and Zone Of Control. Their fighting style is precise and purpose-driven.

Can a knight fight mounted in 5E?
Yes. Knights are iconic cavalry warriors. Mounted knights use powers like Mounted Warrior and benefit from reach and mobility. Terrain matters: open plains or castle courtyards are ideal for cavalry charges.

What weapons and armor should a knight have?
Knights typically wear plate armor and wield longswords, lances, or greatswords. Shields and warhorses are common, as are banners or heraldry signifying their allegiance.

What is a Questing Knight in 5E?
A Questing Knight is an oath-bound NPC on a divine or moral mission. They often feature in adventure hooks involving sacred relics, personal redemption, or ancient prophecies. These knights may have powers like Divine Smite or Oath Adept to reinforce the divine power of their oath.

How do I use a Paragon Knight in an encounter?
A Paragon Knight is a high-CR, legendary NPC who embodies heroic ideals. Use them as final guardians, test-of-honor opponents, or divine champions. Their presence should feel mythic. These encounters are perfect for climactic duels or moments of moral reckoning.

What’s a good knight-themed 5E encounter idea?
Try a knightly tournament with rival claimants, a mounted patrol testing the party’s honor, or a disgraced knight seeking redemption by joining the PCs. These scenarios mix battlefield tension with social stakes. See Knight Encounter Ideas for more examples.

Can I use knights in political or moral adventures?
Absolutely. Knights make excellent agents of noble houses, religious orders, or doomed causes. Their strict codes and oaths create rich tension when loyalties clash or ethics are tested.See Knight Adventure Ideas for more examples.