AC 20 (full plate, heavy shield)
HP 127 (7d8+51; bloodied 63)
Speed 30 ft.
Proficiency +4; Maneuver DC 15
Saving Throws Str +5, Dex +2, Con +5, Int +3, Wis +5, Cha +8
Skills Animal Handling +3, Athletics +7, Deception +6, Perception +3
Condition Immunities
disease
Senses passive Perception 13
Languages English
Action Surge (1/ short rest ). Once on his turn, Lancelot can take an additional action on top of his regular action and a possible bonus action.
Aura of Protection. Whenever Lancelot or a friendly creature within 10 feet of him must make a saving throw , the creature gains a +2 bonus to the saving throw as long as he is conscious (included above).
Channel Divinity (1/
short rest
). Lancelot can channel his divinity through the two following features.
◆ Sacred Weapon. As an action, Lancelot imbues one weapon that he is holding with positive energy. For 1 minute, he adds +2 to attack rolls made with that weapon. The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
Lancelot can end this effect on his turn as part of any other action. If he is no longer holding or carrying this weapon, or if he falls
unconscious
, this effect ends.
◆ Turn the Unholy. As an action, Lancelot presents his holy symbol and speaks a prayer censuring fiends and undead, using his Channel Divinity. Each fiend or undead that can see or hear him within 30 feet must make a DC 15 Wisdom
saving throw
. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from Lancelot as it can, and it can’t willingly move to a space within 30 feet of him. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Divine Sense (5/ long rest ). As an action, until the end of his next turn Lancelot knows the location of any celestial, fiend, or undead within 60 feet of him that is not behind total cover. He knows the type(celestial, fiend, or undead) of any being whose presence he senses, but not its identity. Within the same radius, he also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
Divine Smite. When Lancelot 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 3d8. The damage increases by 1d8 if the target is an undead or a fiend.
Lay on Hands (30 points/ long rest ). As an action, Lancelot 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.
Remarkable Athlete. Lancelot adds +2 to any Strength, Dexterity, or Constitution check he makes that doesn’t already use his proficiency bonus. In addition, when he makes a running long jump, the distance he can cover increases by 3 feet.
Spellcasting
. Lancelot is a 3rd-level spellcaster that uses Charisma as his spellcasting ability (spell save DC 14; +6 to hit with spell attacks). Lancelot has the following spells prepared from the paladin’s spell list:
1st level (4 slots):
bless
,
divine favor
,
heroism
,
protection from evil and good
,
sanctuary
2nd level (2 slots):
aid
,
lesser restoration
,
magic weapon
,
zone of truth
Superior Critical. Lancelot’s weapon attacks score a critical hit on a roll of 18–20.
SPECIAL TRAITS
Master of the Shield. While he has his shield, Lancelot adds +2 to Dexterity saving throws against spells or other harmful effects that only target him and he can use a bonus action to use it to shove a creature within 5 feet.
Shield Cover. Lancelot can reflexively protect his body with his shield. When he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Lancelot can use his reaction to take no damage if he succeeds on the saving throw.
Master of the Sword. Lancelot can use his reaction when wielding a sword to gain a +1 bonus to his AC until the start of his next turn or until he is disarmed. In addition, Lancelot has advantage on opportunity attacks.
ACTIONS
Extra Attacks. Lancelot attacks twice when he takes the Attack action.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage if wielded in one hand or 8 (1d10+3) slashing damage if wielded in two hands.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/40 ft., one target. Hit: 5 (1d4+3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
BONUS ACTIONS
Second Wind (1/ short rest ). On his turn, Lancelot can use a bonus action to regain 1d10+7 hit points.
We’re back in the Arthurian age to design Camelot’s greatest—and worst—knight. I’m talking of course about Sir Lancelot du Lac, First Knight of the Round Table!
Raised by the Lady of the Lake, it’s no wonder that Sir Lancelot is so wrapped up in contradiction. Despite being a naturally talented knight and a genuine friend to
Freelinking: Node title Arthur, King does not exist
, ultimately his love for Queen Guinevere led him to betrayal. Vanquisher of Méléagant, frequently masquerading tournament knight, battling away the affections of Morgan le Fay, Lancelot pined over the queen until his death six weeks after hers. His final, penitant years were spent as a priest.
Lancelot is the archetypal knight—the greatest of the Arthurian age, the best swordsman and jouster in the land, his only weakness being his forbidden passion for his liege’s queen. His adventures are legendary, his skill-at-arms unparalleled, and he was a paragon of courage and honor on the battlefield.
Lancelot’s son with Elaine of Corbenic was Sir Galahad, who surpassed his father and, as the purest of all knights, found the Holy Grail along with Sirs Bors and Percival.
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.