Special Equipment. Arthur wears Armor of Invulnerability which grants him resistance to all nonmagical damage, a Ring of Protection, and carries Pridwen; a +3 shield which gives him resistance to damage from ranged weapon attacks. He wields the holy sword Excalibur and sheathes it in it's scabbard Avalon. Arthur can use his Charisma modifier instead of his Strength modifier for attack and damage rolls made with Excalibur (accounted for in his statistics).
Blessing of the Archfey. Arthur has advantage on saving throws against being charmed, and magic can't put him to sleep.
Boon of Immortality. Arthur is immune to any effect that would age him, and he can't die from old age.
Excalibur's Protection. When Arthur falls under a condition effect, all attacks made against him within 10 feet suffer disadvantage (This trait is bestowed by Excalibur).
Holy Light. Excalibur sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Fiends and Undead find the sword's light disconcerting and painful, even if they can't see it, and have disadvantage on attack rolls made within the weapon's radius of bright light.
Legendary Resistance (5/Day). If Arthur fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity. Arthur can't be affected or detected by spells of 5th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.
Magic Weapon. Arthur's attacks are magical.
Master Attuner. Arthur can attune to up to five magic items, and he can attune to magic items that normally require attunement by a sorcerer, warlock, or wizard.
Reactive Focus. When Arthur wields Excalibur with both hands, he can take one reaction on every turn in a combat (This trait is bestowed by Excalibur).
Regeneration. Arthur regains 20 hit points at the start of his turn. If Arthur takes necrotic damage, this trait doesn't function at the start of the Arthur's next turn. Arthur dies only if he starts his turn with 0 hit points and doesn't regenerate. (This trait is bestowed by Avalon.)
Tis but as scratch (Mythic Trait; Recharges after a Short or Long Rest). If Arthur would be reduced to 0 hit points, his current hit point total instead resets to 450 hit points, he recharges his Holy hand grenade of Antioch and The Light of Thirty Torches, and he regains any expended uses of For Camelot and Legendary Resistance. Additionally, Arthur can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating Arthur after his Tis but as scratch activates.
Truth Seer. Arthur knows if he hears a lie (This trait is bestowed by Excalibur).
What do you mean, african or european swallow?. Arthur has advantage on Intelligence, Wisdom, and Charisma saving throws.
Multiattack. Arthur makes three attacks with Excalibur and then uses Leadership.
Excalibur. Melee Weapon Attack: +22 to hit, reach 5 ft., one target. Hit: 18 (1d8 + 13) slashing damage, or 19 (1d10 + 13) slashing damage when used with two hands, plus 36 (8d8) radiant damage. Attacks with this weapon ignore resistance to slashing damage. In addition, if Arthur scores a critical hit, he lops off one of the target's limbs, with the effect of such loss determined by the table below. If the creature has no limb to sever, Arthur lops off a portion of its body instead.
Roll a d20 to determine what limb is lopped off:
1–8: One leg is severed from the creature if it has any legs left.
9–16: One arm is severed from the creature if it has any arms left.
17–20: The creature is decapitated.
Lose a Leg. The creature's speed is halved. The creature falls prone after using the Dash action. The creature has disadvantage on Dexterity checks made to balance. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved again (rounded down). With no arms or legs, its speed is 0 feet, and it can't benefit from bonuses to speed.
Lose an Arm. The creature can no longer hold anything with two hands, and it can hold only a single object at a time. If it loses both arms, it can't hold anything, make melee attacks or provide somatic components for spells.
Holy hand grenade of Antioch (recharge 5-6). Arthur takes out the Holy hand grenade of Antioch and pulls the pin. It takes 3 full turns, no more, no less, for Arthur to throw the grenade to a point up to 60 feet away. Each creature within 20 feet of the exploding holy hand grenade must make a DC 22 Dexterity saving throw, taking 37 (6d12) radiant damage plus 37 (6d12) fire damage on a failed save, or half as much damage on a successful one. Maximize the damage damage dice against the target if it is a rabbitoid creature, such as harengon or almiraj.
Armor of Invulnerability (1/day). While wearing the Armor of Invulnerability, Arthur can use an action to make himself immune to all nonmagical damage for 10 minutes or until he is no longer wearing the armor.
Leadership. Arthur utters a few inspiring words to one creature he can see within 30 feet of him. If the creature can hear him, it can add a d10 to one attack roll or saving throw it makes before the start of Arthur's next turn.
Spellcasting. While holding Excalibur, Arthur casts one of the following spells from it, using Charisma as the spellcasting ability (spell save DC 27):
3/day each: command, detect evil and good, protection from evil and good
1/day each: lesser restoration, remove curse, zone of truth
The Light of Thirty Torches (recharge 5-6 ). Arthur causes Excalibur's blade to flash brightly. Each creature that can see Excalibur and is within 30 feet of it must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Your mother was a hamster and your father smelt of elderberries!. Arthur utters a few disparaging words to one creature he can see within 60 feet of him. If the creature can hear him, it must succeed a DC 23 Wisdom saving throw or suffer disadvantage on the next attack roll or saving throw it makes before the start of Arthur's next turn.
When wielding Excalibur in two hands, Arthur can take one reaction on every turn in combat, rather than only once per round.
For Camelot (2/Day). Whenever a friendly creature within 30 feet of Arthur that can hear him misses with an attack, Arthur can yell inspiring words to allow that creature to reroll the attack roll.
Parry. Arthur adds 9 to his AC against one melee attack that would hit him. To do so, Arthur must see the attacker and be wielding a melee weapon.
Unyielding. When Arthur is subjected to an effect that would move him, knock him prone, or both, he can use his reaction to be neither moved nor knocked prone.
Arthur can take 3 Legendary Actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Arthur regains spent Legendary Actions at the start of his turn.
Attack. Arthur makes one weapon attack.
Command Allies. Arthur chooses up to three creatures he can see within 30 feet of him. If a chosen creature can see or hear Arthur, it can immediately use its reaction to make one weapon attack, with advantage on the attack roll.
Sword Of Promised Victory (2 actions). A beam of brilliant light flashes out from Excalibur in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a DC 26 Constitution saving throw. On a failed save, a creature takes 25 (6d8) radiant damage and is blinded until the start of Arthur's next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
Blade Dash (Costs 3 Actions). Arthur moves up to his speed without provoking opportunity attacks, then makes one attack with Excalibur.
Ni! (Costs 3 actions). Arthur speaks a word of power that can overwhelm the mind of one creature he can see within 60ft, leaving it dumbfounded. The target must succeed on a DC 23 Wisdom saving throw or be stunned and frightened of him until the end of his next turn. Any target within 5 feet of Arthur has disadvantage on the saving throw.
If Arthur's Tis but a scratch trait has activated in the last hour, he can use the options below as Mythic Traits.
Heavenly Blade (Mythic Trait; Recharges after a Short or Long Rest). Excalibur overflows with positive energy and gains the chance to instantly slay its targets on a hit. A creature of Good alignment that is struck with a melee weapon attack using Excalibur while its in this state must succeed a DC 5 Constitution saving throw or drop to 0 hit points. Targets with a Neutral alignment must succeed a DC 10 Constitution saving throw or drop to 0 hit points. Targets with a Evil alignment must succeed a DC 15 Constitution saving throw or drop to 0 hit points.
It's just a flesh wound (Mythic Trait; 1/Turn). If damage reduces Arthur to 0 hit points, he drops to 1 hit point instead and gains advantage on attack rolls until the end of his next turn. (This trait is bestowed by Avalon.)
The Once And Future King (Mythic Trait). Arthur dies only if a creature wounds him with an attack from a Sword of Wounding while Arthur has 0 hit points and does not regenerate.
Previous Versions
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3/28/2022 8:26:48 PM
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3/28/2022 9:27:48 PM
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3/29/2022 3:09:00 AM
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