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Holy Knight

Medium humanoid (any), any alignment

Armor Class 20 (plate, shield)
Hit Points 65 (10d8 + 20)
Speed 30 ft.

16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)

Saving Throws Wisdom +2, Charisma +4
Skills Insight +2, Religion +2
Senses passive Perception 10
Languages Common, plus one other language
Challenge 4 (1,100 XP)

Special Traits

  • Divine Blessings. The holy knight has advantage on saving throws against being frightened, and is immune to disease.
  • Divine Smite. When the holy knight hits with a melee weapon attack, it can expend a spell slot to deal additional radiant damage to the target, in addition to the weapon’s damage. The extra damage is 9 (2d8) for a 1st-level spell slot, plus 4 (1d8) for each spell level higher than 1st, to a maximum of 21 (5d8). The damage increases by 4 (1d8) if the target is a fiend or undead.
  • Spellcasting. The holy knight is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12). It has the following paladin spells.


  • Multiattack. The holy knight makes two Longsword attacks.
  • Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands to make a melee attack.
  • Lay on Hands. The holy knight has a pool of 25 hit points to use with its Lay on Hands ability. It regains spent hit points from this pool when it takes a long rest. It can use this ability to cause a creature within 5 feet of it or itself to regain any number of hit points, up to its hit point maximum or its pool of hit points is reduced to 0.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

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