AC 19 (scale mail, heavy shield, fighting style)
HP 143 (22d8 + 44; bloodied 71)
Speed 30 ft.
Proficiency +5; Maneuver DC 16
Saving Throws Str +12, Dex +6, Con +11, Int +5, Wis +5, Cha +8
Skills Athletics +8, History +6, Insight +6, Persuasion +9
Condition Immunities disease
Senses passive Perception 11
Languages Anglo-Saxon, Cymric (Celtic-Welsh)
Action Surge (1/short rest). On his turn, King Arthur can take an additional action on top of his regular action and a possible bonus action.
Aura of Courage. King Arthur and friendly creatures within 10 feet of him can’t be frightened while he is conscious.
Aura of Protection. Whenever King Arthur or a friendly creature within 10 feet of him must make a saving throw , the creature gains a +4 bonus to the saving throw as long as the King Arthur is conscious (included in his statistics).
Channel Divinity (1/short rest). King Arthur can channel his divinity through the two following features.
◆ Royal Challenge. King Arthur calls out a provocation to creatures he selects that are able to see him and with 30 feet. A challenged creature makes a DC 18 Wisdom
saving throw
or can’t choose to move further than 30 feet away from King Arthur until he dies, is
incapacitated
, or a creature is moved more than 30 feet away from him by another effect.
◆ Warrior Rally. King Arthur can use a bonus action to call out a rallying cry to creatures he selects that are able to see him and within 30 feet. If a selected creature has no more than half of its hit points, it regains 1d6+4 hit points.
Cleansing Touch (4/long rest). King Arthur can use his action to end one spell on himself or on one willing creature that he touches.
Divine Smite. When King Arthur hits a creature with a melee weapon attack, he can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Lay on Hands (75 points). As an action, King Arthur can touch a creature and restore a number of hit points to it, up to the maximum amount remaining in this pool. Alternatively, he can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it.
Royal Fortitude. King Arthur has advantage on saving throws made to resist the paralyzed and stunned conditions.
Spellcasting. King Arthur is a 7th-level spellcaster that uses Charisma as his spellcasting ability (spell save DC 17; +9 to hit with spell attacks). He has the following spells prepared from the paladin’s spell list:
1st-level (4 slots):
bless
,
command
, compelled duel,
detect evil and good
,
detect magic
,
divine favor
,
shield of faith
2nd-level (3 slots):
aid
,
find steed
,
lesser restoration
,
warding bond
,
zone of truth
3rd-level (3 slots): aura of vitality,
magic circle
,
remove curse
,
spirit guardians
4th-level (2 slots):
banishment
,
death ward
, guardian of faith
Tactical Focal Point. Arthur selects a 10-foot square to be his tactical focal point as a bonus action or as part of the attack action, choosing a Tactic to apply to it. This lasts until he cannot take actions or uses this feature again. Each time Arthur completes a long rest , he can swap one of these benefits for a different one: Area Clear, Cover the Flank, Run Away!
Tactical Mastery (3/long rest). King Arthur uses part of his Attack action or a bonus action to take mastery of the battlefield, granting it to himself and allies within his focal point by expending uses of this feature. A creature that is granted a use of King Arthur’s Tactical Mastery can either regain 2d10 hit points when it is granted (any hit points greater than its maximum are temporary hit points) or use it to deal an extra 2d10 damage with an attack.
Holy Avenger. While King Arthur is wielding his sword Excalibur , he and all creatures friendly to him and within a 10-foot radius have advantage on saving throws against spells and other magical effects.
ACTIONS
Extra Attack. King Arthur attacks twice whenever he takes the Attack action on his turn.
Excalibur. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d8+8) magical slashing damage plus 4 (1d8) radiant damage. If the target is a fiend or undead, it takes 11 (2d10) radiant damage.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.
BONUS ACTIONS
Second Wind (1/ short rest ). On his turn, King Arthur can use a bonus action to regain 1d10+4 hit points.
REACTIONS
Loyalty to the Crown. King Arthur can use his reaction to take the damage from an attack that would otherwise damage a creature within 5 feet of him. He is unable to reduce or prevent the damage he takes from this attack.
Arthur Pendragon, the Once and Future King, King of the Britons. Wielder of Excalibur , Lord of Camelot. Britain’s greatest hero. Arthur’s story is well known—he drew the sword from the stone, thus proving his right to rule, formed the legendary Knights of the Round Table, instigated the Quest for the Holy Grail, was advised by Merlin, betrayed by Lancelot and Guinevere, victor in battle at Badon Hill, and finally killed in battle at Camlann. Legend says he sleeps on the Isle of Avalon, ready to return when Britain needs him most. It is fair to say that Arthur exemplifies the British traditions of chivalry and knightly courage, tempered with wise and benevolent rulership.
“Whoso pulleth out this sword of this stone is the rightwise born king of all England.”
King Arthur is easily one of the most enduring popular mythological figures in human history. What we do know is that there likely was some fellow named Arthur going about fighting Saxons in the late 400s and early 500s but there is a tremendous amount of folklore that’s come in his wake in the millenium and a half since then. Whether or not he made as big an impact as some schools of thought claim (killing 960 men by his own in the Battle of Badon, for instance) is still a matter of academic debate.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.