Home / Explore / Arthur, High King of Britain
CR 20 humanoid • D&D 5e Homebrew Creature
Created by @LightReign
Medium humanoid, Lawful Good
The Once and Future King stands unbroken. This CR 20 warrior-king commands the battlefield through Excalibur's radiant edge and an aura that emboldens every ally who fights beneath his banner.
If the Arthur, High King of Britain fails a saving throw, it can choose to succeed instead.
Allied creatures within 30 feet of Arthur gain a +3 bonus to attack rolls and saving throws against being frightened. This aura is suppressed if Arthur is incapacitated.
While wielding Excalibur, Arthur's AC includes a +2 magical bonus (included above) and he cannot be disarmed by any means.
Arthur deals an extra 14 (4d6) damage to creatures of Large size or larger.
Arthur can reroll a saving throw he fails, using the new roll.
The first time Arthur is reduced to 0 hit points, he instead drops to 1 hit point. His Legendary Resistances are expended, and he immediately takes The Last Stand legendary action for free. This trait cannot trigger again until Arthur finishes a long rest.
Arthur makes four Excalibur attacks. He can replace one attack with Knights' Command.
Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 18 (2d10 + 7) slashing damage + 11 (2d10) radiant damage.
This attack ignores damage resistances. Fiends and undead that take damage from Excalibur must succeed on a DC 20 CON saving throw or be blinded until the end of their next turn.
Arthur issues a tactical command. One allied creature within 60 feet that can hear him can immediately use its reaction to make one weapon attack or move up to its speed without provoking opportunity attacks.
Arthur raises Excalibur and releases a 30-foot radius burst of golden light. All allied creatures in range regain 30 (6d8 + 3) hit points. All hostile fiends and undead in range must succeed on a DC 20 CON save or be blinded for 1 minute.
When a creature Arthur can see targets an ally within 5 feet of him with an attack, Arthur can impose disadvantage on that attack roll by interposing himself.
Arthur adds +6 to his AC against one melee attack that would hit him. He must be able to see the attacker.
Arthur moves up to half his speed without provoking opportunity attacks.
Arthur makes one Excalibur attack.
All allied creatures within 60 feet that can hear Arthur gain 20 temporary hit points and advantage on their next attack roll.
Arthur strikes the ground with Excalibur, releasing a shockwave. All hostile creatures within 30 feet must succeed on a DC 20 STR saving throw or be knocked prone and pushed 15 feet away. Arthur then regains 50 hit points.
Arthur does not ask for fealty. He asks for honesty, courage, and the willingness to protect those who cannot protect themselves. A party that demonstrates these qualities in his presence will find him an unflinching ally. A party that betrays them will find him an unflinching enemy.
If the party proves themselves worthy, Arthur may formally invite one or more members to sit at the Round Table — a narrative honour that carries no mechanical benefit but enormous social weight in any Arthurian setting. Guards stand aside. Lords listen. Doors open.
His nephew — or son, depending on the tradition — patient, brilliant, and utterly convinced that Arthur's time is ending. Mordred works through politics and proxies before he ever draws a sword. By the time open conflict comes, half the court is already his.
Arthur knows more than he acts on. If the party discovers the truth about Guinevere and Lancelot before he does, how they handle that information — and whether they tell him — defines their relationship with him for the rest of the campaign.
If Arthur dies in your campaign, he does not have to stay dead. The Once and Future King mechanic is a stat block tool, but the legend is a campaign tool. When does Britain need him most? That question is yours to answer.
Arthur is a broad-shouldered man in his late thirties, bearing the weathered look of a soldier who has spent more years in the field than at court. He stands tall but not imposing by size alone — his presence comes from the way he holds himself, still and certain, as though the ground beneath him belongs to him by right.
His hair is dark brown, cropped short, and his jaw carries several days of growth. His eyes are grey-green, calm in conversation but sharp in combat — the eyes of a man who has already assessed every threat in the room before you noticed him enter.
His armour is burnished steel plate etched with the red dragon of Britain along the pauldrons and breastplate, worn and battle-scarred but meticulously maintained. Pridwen hangs on his left arm, its face painted with the image of the Virgin in faded gold. Excalibur sits at his hip — its blade catches light strangely, as though lit from within, and the pommel is set with a single white stone that never seems to dim.
Off the battlefield he favours deep red and gold — a heavy wool cloak over simple clothing, no crown. He carries no symbols of rank beyond the sword. He does not need them.
Arthur's origins are disputed even by those who claim to follow him. The son of Uther Pendragon and Igraine of Cornwall, conceived through Merlin's deception at Tintagel and fostered in secret by Sir Ector, he was unknown to the courts of Britain until the day he drew a sword from a stone in a London churchyard and silenced every claim but his own.
He is not the Arthur of romance — not yet. The Round Table exists, but as a practical solution to a political problem: no lord will sit below another, so none sit above. Camelot is a fortress court, not a fairy tale palace. The knights are warriors first, idealists second, and some not at all.
His campaigns against the Saxons are the foundation of his legend. Twelve battles are attributed to him by Nennius, culminating at Badon Hill where he is said to have carried the image of the Virgin on his shield and slain nine hundred men in a single charge. Whether any of this is literal truth has never been the point. Britain held. The Saxons pulled back. Arthur's name became the reason. The darker threads run alongside the bright ones. Guinevere. Lancelot. Mordred — his nephew, or his son depending on which tradition you follow — waiting at the edge of every triumph like a shadow that grows longer as the sun descends. The Battle of Camlann is not a surprise to anyone who knows Arthur's story. It is an ending that was always coming.
He was taken to Avalon after Camlann, wounded but not dead. The Once and Future King. He sleeps beneath a hill — Cadbury, Alderley Edge, Sewingshields — and will wake when Britain needs him most. He has not woken yet.
Arthur is not a berserker or a duelist — he is a battlefield commander who happens to be one of the most dangerous swordsmen alive. He never stops thinking tactically, even in the middle of a fight.
He opens engagements by positioning centrally where Dux Bellorum reaches the most allies. He does not charge the strongest enemy first — he charges the one whose removal most destabilises the opposing formation. He has been doing this for twenty years and it shows.
Excalibur's blinding effect against fiends and undead is something he exploits actively. Against such enemies he targets spellcasters and ranged attackers first, blinding them before they can act, then uses Knights' Command to redirect allied attacks onto incapacitated targets while he moves to the next threat. Knights' Oath is used proactively rather than reactively — Arthur positions himself adjacent to the most vulnerable ally on the battlefield, usually a spellcaster or injured companion, and dares opponents to go through him. Most do not find this as straightforward as they expected.
Parry is reserved for attacks that would drop him below half health. He does not waste reactions on minor hits.
Shield of Britain he holds until three conditions are met — allied creatures are significantly damaged, fiends or undead are in range, and he has a round where spending an action won't cost him a kill. He is patient about this. He has seen enough battles to know the difference between the right moment and the merely convenient one.
When Once and Future King triggers, the tone of the encounter should shift visibly. Arthur does not panic. He rises. The Last Stand is not desperation — it is the moment he stops holding back.
Staggers only slightly from blows that would floor lesser men, his footing adjusting instinctively to absorb the impact. Slashing wounds bleed clean and close fast — he acknowledges them with nothing more than a tightened jaw.
Radiant damage from hostile sources makes Excalibur flare in response, as though the blade takes the insult personally. When Once and Future King triggers and he falls, there is a beat of terrible silence before the golden light pulls him back upright — and when he rises, he does not look wounded. He looks finished waiting.
Arthur's origins are disputed even by those who claim to follow him. The son of Uther Pendragon and Igraine of Cornwall, conceived through Merlin's deception at Tintagel and fostered in secret by Sir Ector, he was unknown to the courts of Britain until the day he drew a sword from a stone in a London churchyard and silenced every claim but his own.
He is not the Arthur of romance — not yet. The Round Table exists, but as a practical solution to a political problem: no lord will sit below another, so none sit above. Camelot is a fortress court, not a fairy tale palace. The knights are warriors first, idealists second, and some not at all.
His campaigns against the Saxons are the foundation of his legend. Twelve battles are attributed to him by Nennius, culminating at Badon Hill where he is said to have carried the image of the Virgin on his shield and slain nine hundred men in a single charge. Whether any of this is literal truth has never been the point. Britain held. The Saxons pulled back. Arthur's name became the reason. The darker threads run alongside the bright ones. Guinevere. Lancelot. Mordred — his nephew, or his son depending on which tradition you follow — waiting at the edge of every triumph like a shadow that grows longer as the sun descends. The Battle of Camlann is not a surprise to anyone who knows Arthur's story. It is an ending that was always coming.
He was taken to Avalon after Camlann, wounded but not dead. The Once and Future King. He sleeps beneath a hill — Cadbury, Alderley Edge, Sewingshields — and will wake when Britain needs him most. He has not woken yet.
Arthur is a campaign-defining encounter best deployed as the climax of an Arthurian arc or as a morally complex ally-turned-adversary. He is not a straightforward villain — his Lawful Good alignment means DMs should think carefully about why players are fighting him. A corrupted Arthur, a Arthur defending Britain from the party's faction, or a Arthur who has returned to find a world he no longer recognises all make for richer encounters than a simple boss fight.
Dux Bellorum makes Arthur genuinely dangerous even when the party ignores him — his allies become meaningfully stronger, so players must prioritise him or face a battlefield that tips steadily against them.
Once and Future King is the encounter's dramatic centrepiece. When it triggers, signal it clearly — describe the golden light, the ground shaking, Arthur rising. The Last Stand's shockwave resets the battlefield and gives him 50 HP to work with. From that point he fights without Legendary Resistances, which makes him vulnerable but still lethal with four Excalibur attacks per round.
Shield of Britain on recharge is his most dangerous ability in a mixed encounter — prioritise disrupting it if Arthur has allied creatures alongside him. Recommended encounter size: 5-6 players at level 17-20.
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