Hello and welcome to my website! If you look around you’ll find a smattering of random D&D 5E statblocks (Afro Samurai, Aku and Samurai Jack, The Joker, Venger from the D&D cartoon, weird PCs), Marvel super heroes built using mechanics from Hypercorps 2099 (Hyper Score Marvel, both 5E and Pathfinder, posts on Saturday), and then the same for Street Fighter D&D 5e (using rules from Mists of Akuma, posts on Fridays). For the most part everything you find is built as a PC would be built to demonstrate what all you can do with the material inside each campaign setting.
After using the Exemplar class I’ve put together (still in playtesting) to build Simon Belmont (from Castlevania) using the Slayer archetype, I filled in all of the copy’s blanks.
Then I had a silly thought, and now here we are.
Arthur, King of Camelot (Really a very silly place)
Medium humanoid (human), lawful good exemplar (people’s champion) 5
Armor Class 16 (chainmail)
Hit Points 44 (5d10+10)
Speed 30 ft.
|14 (+2)||13 (+1)||15 (+2)||12 (+1)||13 (+1)||16 (+3)|
Saving Throws Wisdom +4, Cha +6
Skills Athletics +5, History +4, Insight +4, Intimidation +6, Investigation +4, Nature +4, Perception +4, Persuasion +6, Survival +4
Tools disguise kit, gaming set
Senses passive Perception 14
Challenge 4 (1,100 XP)
Background Feature (Noble): Position of Privilege. Arthur is welcome in high society and people assume he has the right to be wherever he is. The common folk make every effort to accommodate him and avoid his displeasure, and other people of high birth treat Arthur as a member of the same social sphere. Arthur can secure an audience with a local noble if he needs to.
Bravery. Arthur has advantage on saving throws against fear.
Feat: Inspiring Leader. Arthur can spend 10 minutes inspiring his companions, shoring up their resolve to fight. When he does so, he chooses up to six friendly creatures (which can include himself) within 30 feet of him who can see or hear him and can understand him. Each creature gains 8 temporary hit points. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
Fighting Style: Great Weapon Fighting. When Arthur rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, he can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for him to gain this benefit.
Friendly Reputation. Arthur’s uplifting reputation is well-known and earns him some small acts of kindness. When he reaches an inn or tavern, he may make a DC 8 Charisma check to see if his reputation precedes him. On a success Arthur is given free lodging, drink, and food. The GM may decide that no check to be recognized is required because someone who works in the establishment knows him already or has seen him recently. Arthur may convince merchants to sell him goods for a more modest price. If he succeeds on a DC 12 Charisma check to be recognized, Arthur gains advantage on an ability check to determine the final price of an item that costs 50 gp or less. Arthur may exploit his reputation to persuade merchants this way 3 times. Expended uses recharge after a long rest.
Heroic Effort (3 points). Arthur can reach deep within himself to draw upon his abundant spirit, performing impossible tasks that defy belief. When he spends an effort point, it is unavailable until he finishes a short or long rest, at the end of which his spirit replenishes.
- Hero’s Ire. As a bonus action, Arthur can spend 2 effort points and choose a creature that he can see. For the next minute he gains a +3 bonus to attack rolls and weapon damage rolls when attacking that creature.
- Heroic Stand. Arthur can spend 1 effort point to take the Dodge action as a bonus action on his turn.
- Implacable Resolve. As a reaction, Arthur can spend 2 effort points to gain 10 temporary hit points. These temporary hit points last until the beginning of his next turn.
- Stroke of Luck. As a reaction, Arthur can spend 2 effort points to reroll an attack roll or saving throw. He must choose to use this feature before the results of the attack roll or saving throw are revealed.
- With Style. Arthur can spend 1 effort point as a bonus action to gain advantage on an ability check that uses one of these skills: History, Nature, Perception, Persuasion.
Loyal Aide. Arthur has the services of a devoted and loyal squire named Patsy. Patsy trusts Arthur implicitly and performs tasks given to him so long as nothing illegal, suicidal, or in opposition to his alignment is requested. Certain orders Arthur gives require a DC 13 Charisma check.
Skilled. Arthur gains proficiency in two skills and one tool kit.
Extra Attack. Arthur attacks twice.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.
Patsy (King Arthur’s Squire)
Medium humanoid (human), lawful good exemplar (people’s champion) 1
Armor Class 11 (leather)
Hit Points 11 (1d10+1)
Speed 30 ft.
|12 (+1)||10 (+0)||12 (+1)||10 (+0)||10 (+0)||13 (+1)|
Saving Throws Wisdom +2, Cha +3
Skills Athletics +3, History +2, Investigation +2, Nature +2, Perception +2, Persuasion +3, Survival +2
Tools disguise kit, gaming set
Senses passive Perception 12
Bravery. Patsy has advantage on saving throws against fear.
Fighting Style: Great Weapon Fighting. When Patsy rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, he can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for him to gain this benefit.
Skilled. Patsy gains proficiency in two skills and one tool kit.
Extra Attack. Patsy attacks twice.
Greatclub. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) bludgeoning damage.