D&D 5E Mythological Figures: Sir Lancelot (5E)

Welcome to the second installment of Mythological Figures, a column for introducing icons from history to your Fifth Edition game. Last post featured Achilles but today we’re pushing the clock forward to the Arthurian age to design Camelot’s second greatest—and perhaps most beleaguered—knight: Lancelot du Lac!

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 King Arthur, ultimately his love for Queen Guinevere leads him to betrayal. Vanquisher of Méléagant, frequently masquerading tournament knight, battling away the affections of Morgan le Fay, pining over the queen until his death 6 weeks after hers, ending his later penitent years as a priest.

As with the last post let us know who you want to see next!

Lancelot
Medium humanoid (human), neutral good fighter (champion) 7/paladin (oath of devotion) 6

Armor Class
20 (plate mail, shield)
Hit Points 119 (14d10+42)
Speed 30 ft.

STRDEXCONINTWISCHA
16 (+3)11 (+0)17 (+3)13 (+1)9 (-1)14 (+2)

Saving Throws
Str +5, Dex +4 (with shield), Con +5, Int +3, Wis +6, Cha +9
Skills Animal Handling +4, Athletics +8, Deception +7, Perception +4
Condition Immunities disease
Senses passive Perception 14
Languages Common
Challenge 12 (8,400 XP)

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.

Feat: 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.

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.

Second Wind (1/short rest).
On his turn, Lancelot can use a bonus action to regain 1d10+7 hit points.

Spellcasting.
Lancelot is a 6th-level spellcaster that uses Charisma as his spellcasting ability (spell save DC 15; +7 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.

ACTIONS

Extra Attacks.
Lancelot attacks twice.

Longsword.
Melee Weapon Attack:
+9 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:
+8 to hit, reach 5 ft. or range 20/40 ft., one target. Hit: 5 (1d4+3) piercing damage.

Heavy Crossbow.
Ranged Weapon Attack:
+5 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

REACTIONS

Feat: Master of the Shield.
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.

Feat: 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.
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Mike Myler

Mike Myler


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Tony Vargas

Legend
Fallen paladin maybe. Can't go schtuping other people's wives.
IMHO - Gawain for the win.
Gawain had very little Paladiny going for him - Galahad/Parsifal is probably who you're thinking of, and, yes, he's a classic Paladin, too...

But, since the original Paladin has rules for what happens when you fall (you become a mere fighter), I think that makes Lancelot /the/ archetype.
 

Kobold Boots

Banned
Banned
So since we're talking about zeroing in on Lancelot post Guinevere and coming up with cool stuff, it might be helpful for me to go high level on what the lore says happened to them. This may impact abilities for the post-schtuping.

1. 12 knights burst in on Lance and Guin doing the nasty.
2. Lance ended his life a peasant
3. Guin ended up in a nunnery

Now that's really high level but it didn't end well. How they got there is something I'd figure out before assigning post-fall stats because regardless of what happened in between (which should be specific to a specific campaign) if you're interested in keeping to some canon there you go.

Lancelot did not exist pre-romance/pre-Catholicism* so if you're not down with that canon make your own.

*if you have a reference that refutes this, send it to me via PM.

Thanks
KB
 

Kobold Boots

Banned
Banned
Gawain had very little Paladiny going for him - Galahad/Parsifal is probably who you're thinking of, and, yes, he's a classic Paladin, too...

But, since the original Paladin has rules for what happens when you fall (you become a mere fighter), I think that makes Lancelot /the/ archetype.

Frigging autotype (don't ask)

Yes, Galahad. Good catch. Grail knight.

Edit - However, looking back at the source material relative to Lancelot's inclusion in the legends.. Gawain took an oath of abstinence. It was one of the moral juxtapositions that put them at odds. I will agree that I initially was thinking Galahad when writing Gawain and Gawain was an autotype error due to my recent writing, but there was a good reason why the brain didn't fix it before hitting post.
 
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Mike Myler

Have you been to LevelUp5E.com yet?
So since we're talking about zeroing in on Lancelot post Guinevere and coming up with cool stuff, it might be helpful for me to go high level on what the lore says happened to them. This may impact abilities for the post-schtuping.

1. 12 knights burst in on Lance and Guin doing the nasty.
2. Lance ended his life a peasant
3. Guin ended up in a nunnery

Now that's really high level but it didn't end well. How they got there is something I'd figure out before assigning post-fall stats because regardless of what happened in between (which should be specific to a specific campaign) if you're interested in keeping to some canon there you go.

Lancelot did not exist pre-romance/pre-Catholicism* so if you're not down with that canon make your own.

*if you have a reference that refutes this, send it to me via PM.

Thanks
KB

A solid point! I don't anticipate the full-paladin rebuild to take him up to 15th level, so don't feel bound to Lancelot-cannon for the latter features but when suggesting something inside of his level range include any resources that make sense for it. :)
 

dave2008

Legend
Legends and Lore from 2nd edition has Lancelot's stats as such:

Fighter 18

Str 18/00
Dex 18
Con 18
Int 14
Wis 13
Cha 18

AC-3
MR 10%
MV12
HP 159
AL LG
THACO 0
#AT2
Dmg 1d8/1d8
(sword) +6

Don't know if that helps or not, but thought it worth mentioning.

Interesting, that differs from is 1e Deities and Demigod stats:

Paladin 20

Str 19
Dex 18
Con 18
Int 14
Wis 13
Cha 18

AC-3
MR standatd
MV12 (6 in armor)
HP 141
AL LG

#AT 2
by weapon +3/+7
 




Jacob Lewis

Ye Olde GM
[video=youtube_share;DPXG4pdPj4w]https://youtu.be/DPXG4pdPj4w[/video]

Clearly, he has Dex 12! Or he's ignoring the rules with all those attacks of opportunities...
 

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