Queen Guinevere

Queen Guinevere governs at Arthur’s side. Her bond with Lancelot divides the court, while hostile knights hope to use it against both the queen and the king. She is neither a passive prize nor the cause of every disaster: her decisions determine whom she protects, trusts and refuses.

Queen Guinevere riding out for May Day, painted by John Collier
John Collier, Queen Guinevere’s Maying (1900)

At a Glance

Role
Queen of Arthur’s court; political decision-maker
Court
Arthur, Lancelot and the Round Table
Immediate danger
Mordred and Agravain seek proof against her
Strength
Diplomacy, reading motives and loyal courtiers
Where to meet her
Camelot, a royal audience or the queen’s household
Key decision
Protect her household or expose a dangerous secret
Later legend
Malory: refuses Mordred and holds the Tower
Game role
Courtly enchantress or influential noble; not a front-line fighter

Game Statistics

Guinevere is a ruler whose strongest weapons are influence, trusted attendants and knowledge of the court. These versions keep her playable without making her a second Arthur or Lancelot. Use only the edition running at your table.

Queen Guinevere — D&D 2024

Medium Humanoid (Human), Neutral Good; courtly spellcaster

AC 14 (padded armor); Initiative +3 (13); HP 55 (10d8 + 10); Speed 30 ft.; CR 5 (1,800 XP; PB +3).

STR9 (−1)
DEX16 (+3)
CON12 (+1)
INT12 (+1)
WIS14 (+2)
CHA19 (+4)

Saving Throws Dex +6, Wis +5, Cha +7; Skills Insight +8, Perception +8, Persuasion +10, Stealth +6; Senses passive Perception 18; Languages Common, Brythonic, court languages.

Traits

Queen’s Household. Guinevere has Advantage on Charisma (Persuasion) checks made to negotiate with people who recognise her authority and are not Hostile. This gives no special protection against violence or forced confinement.

Actions

Dagger. Melee or Ranged Attack Roll: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) Piercing damage.

Spellcasting. Charisma is her spellcasting ability (save DC 15; +7 to hit with spell attacks). She can cast the following without material components unless a listed component has a cost: At will — Message, Minor Illusion; 3/day each — Charm Person, Command, Suggestion; 1/day each — Calm Emotions, Detect Thoughts, Dominate Person.

Call for the Guard (Recharge 5–6). Up to three allied creatures that hear Guinevere can use their Reactions to move up to half their Speed without provoking Opportunity Attacks. This represents loyalty to the queen, not mind control.

Bonus Action

Rally the Household (2/Day). Up to four allies within 30 feet gain 9 temporary Hit Points each, provided they can hear her.

Reaction

Intercede (1/Day). When an ally Guinevere can see within 30 feet is hit by an attack, the ally gains +3 AC against that attack; this can cause the attack to miss.

Play. Guinevere bargains, calls witnesses and protects loyal servants. She will retreat from a fight she cannot win and may risk herself to buy others time to escape.

Queen Guinevere — D&D 5e / 2014

Medium humanoid (human), Neutral Good; 10th-level College of Glamour bard adaptation

Armor Class 14 (padded armor); Hit Points 55 (10d8 + 10); Speed 30 ft.; Challenge 5 (1,800 XP; class-based spellcasting).

STR9 (−1)
DEX16 (+3)
CON12 (+1)
INT12 (+1)
WIS14 (+2)
CHA19 (+4)

Saving Throws Dex +7, Cha +8; Skills History +5, Insight +10, Perception +10, Persuasion +12, Stealth +11; Senses passive Perception 20; Languages Common, Brythonic and court languages.

Traits

Noble Background. People who acknowledge Arthur’s rule usually grant Guinevere an audience and the courtesies due a queen. Those who oppose the crown are under no such obligation.

Jack of All Trades. Add +2 to an ability check that does not already include her proficiency bonus.

Actions

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) Piercing damage.

Spellcasting. Guinevere is a 10th-level Charisma spellcaster (spell save DC 16; +8 spell attack). Cantrips — Light, Mending, Message, Minor Illusion. 1st (4 slots) — Charm Person, Command, Healing Word, Heroism, Sleep. 2nd (3) — Calm Emotions, Detect Thoughts, Suggestion. 3rd (3) — Bestow Curse, Nondetection, Tongues. 4th (3) — Confusion. 5th (2) — Dominate Person, Dream. Her bard list retains the older campaign adaptation’s unusual spell choices.

Countercharm. Guinevere starts a performance; friendly creatures within 30 feet that can hear her gain Advantage on saves against being Charmed or Frightened until the end of her next turn.

Bonus Actions

Bardic Inspiration (4/Short Rest). One creature she can see within 60 feet gains a d10 inspiration die, usable on an ability check, attack roll or saving throw under 2014 Bard rules.

Mantle of Inspiration. She expends one use of Bardic Inspiration and selects up to five creatures within 60 feet; each gains 11 temporary Hit Points and may move toward her using its Reaction without provoking Opportunity Attacks.

Majestic Power (1/Long Rest). For 1 minute she may cast Command as a Bonus Action on her turns without expending slots; creatures Charmed by her automatically fail its save. This is the legacy Glamour Bard adaptation, not a generic noble’s power.

Source. Original full 5e adaptation and its EN World attribution are preserved in the archive below.

Queen Guinevere — Pathfinder 1e

Queen Guinevere CR 9 (custom campaign NPC)
Female human bard 10
NG Medium humanoid (human); Init +7; Senses Perception +15

Defense

AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 deflection); hp 55 (10d8 + 10)
Fort +4, Ref +10, Will +9.

Offense

Speed 30 ft.; Melee dagger +10/+5 (1d4−1, 19–20); Ranged dagger +10/+5 (1d4−1, range 10 ft.); Space 5 ft.; Reach 5 ft.

Bard Spells Known

CL 10th; concentration +14; save DC 14 + spell level, or 15 + spell level for enchantments (Spell Focus). Bonus slots from Charisma are included.

4th (2/day) — Greater Invisibility, Freedom of Movement.
3rd (4/day) — Dispel Magic, Glibness, Haste, Good Hope.
2nd (5/day) — Suggestion, Detect Thoughts, Calm Emotions, Invisibility, Minor Image.
1st (6/day) — Charm Person, Disguise Self, Comprehend Languages, Grease, Silent Image.
0 (at will) — Detect Magic, Message, Mending, Light, Prestidigitation, Lullaby.

Tactics

Before Combat Guinevere gains a private audience and arranges loyal witnesses. During Combat she uses enchantments to hold off attackers and sends guards to safety. Morale she surrenders a hopeless position if it protects her household.

Statistics

Str 9, Dex 16, Con 12, Int 12, Wis 14, Cha 18
BAB +7; CMB +6; CMD 20
Feats Skill Focus (Diplomacy), Weapon Finesse, Improved Initiative, Combat Casting, Spell Focus (enchantment), Lingering Performance
Skills Diplomacy +20, Bluff +17, Perform (oratory) +17, Sense Motive +15, Knowledge (nobility) +14, Perception +15
Gear masterwork studded leather, ring of protection +1, dagger and royal seal.

Special Abilities

Bardic Performance 26 rounds/day; Inspire Courage +2; Inspire Competence +3; Inspire Greatness, Fascinate and Suggestion follow the Pathfinder 1e Bard class. This version models her as a politically influential bard, not a combat champion.

Queen Guinevere — D&D 3.5e

Queen Guinevere CR 8 (original campaign estimate)
Female human Aristocrat 10/Bard 2
NG Medium humanoid (human); Init +1; Senses Listen +4, Spot +4

Defense

AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 deflection); hp 52 (10d8 + 2d6)
Fort +3, Ref +7, Will +10.

Offense

Speed 30 ft.; Melee dagger +8/+3 (1d4, 19–20); Ranged shortbow +9/+4 (1d6, ×3); Space 5 ft.; Reach 5 ft.

Bard Spells Known

CL 2nd; concentration +2; save DC 15 + spell level (Charisma 21). 1st (1/day) — Comprehend Languages, Obscure Object; 0 (3/day) — Daze, Detect Magic, Know Direction, Lullaby, Resistance. She cannot cast both 1st-level spells in one day without an additional source of slots.

Tactics

Before Combat Guinevere relies on allies, court seals and secrecy. During Combat she uses diplomacy or concealment while her guards cover a withdrawal. Morale she yields only when continued resistance would endanger servants or hostages.

Statistics

Str 10, Dex 12, Con 11, Int 14, Wis 11, Cha 21 (19 + cloak of charisma +2)
BAB +8; Grapple +8
Feats Deceitful, Negotiator, Persuasive, Skill Focus (Bluff), Skill Focus (Diplomacy), Leadership
Skills Bluff +25, Diplomacy +25, Disguise +9, Gather Information +12, Knowledge (nobility) +15, Sense Motive +14
Gear amulet of natural armor +1, cloak of charisma +2, ring of protection +1, court seal, dagger.

Special Abilities

Aristocrat represents her rank and household training. Bard 2 provides Bardic Knowledge, Countersong, Fascinate and Inspire Courage +1 under the D&D 3.5e Bard class rules; retain the old campaign build in the archive rather than importing Pathfinder-only feats or performance rules.

What Is Guinevere Doing Now?

Guinevere is receiving visitors at Camelot. A servant has warned her that Agravain is asking which messengers left her chambers after dusk. The queen can deny the rumours, but cannot order every witness to be silent. She asks trusted visitors to find out who is questioning her household before another name reaches Mordred.

A Letter Without a Seal

A courier comes to the party carrying a letter that mentions Lancelot but bears no seal. Agravain’s riders want to confiscate it. The party can surrender the letter, deliver it to the queen or ask who removed its seal. Whichever choice they make, someone at court will notice.

The Tower’s Stores

If Mordred later claims the throne, Guinevere pretends to consider his marriage offer and asks to travel to London. At the Tower she needs food, trustworthy guards and messages carried past Mordred’s men. The characters can help her prepare a defence, uncover a traitor or negotiate safe passage.

Sources and versions: These encounters are original campaign situations based on events in Le Morte d’Arthur, especially the queen’s refusal of Mordred. Other Arthurian retellings differ, so this sequence is not a fixed future.

In later French romances and Malory, Guinevere loves Lancelot, one of Arthur’s leading knights. Their relationship threatens the trust binding the Round Table. For years, courtiers disagree about what they know and what they dare accuse the queen of doing.

Their affair is exposed by two of King Lot’s sons, Agravain and Mordred, and Lancelot flees for his life while Arthur reluctantly sentences his queen to burn at the stake. Knowing Lancelot and his family will try to stop the execution, Arthur sends many of his knights to defend the pyre, though Gawain refuses to participate.

Lancelot arrives and rescues the queen, and in the course of the battle Gawain’s brothers Gaheris and Gareth are killed, sending Gawain into a rage so great that he pressures Arthur into war with Lancelot.

When Arthur marches against Lancelot, Mordred claims the throne and proposes marriage to Guinevere. In Malory’s account, she pretends to agree so that she can travel to London, where she secures the Tower and refuses to marry him. Arthur returns to fight Mordred and is gravely wounded at Camlann. Afterward Guinevere withdraws to Almesbury. This is one version of the legend’s ending, not a fixed future that characters must follow.

Guinevere has been portrayed as everything from a weak and opportunistic traitor to a fatally flawed but noble and virtuous gentlewoman. She is praised for her Intelligence, friendliness, and gentility, while in Marie de France’s Lanval (and Thomas Chestre’s Middle English version, Sir Launfal), she is a vindictive adulteress, disliked by the protagonist and all well-bred knights.

In another major romance, Meleagant abducts Guinevere. Lancelot attempts to rescue her. The abduction is a separate story from the later crisis at Camelot, and the details vary between tellings.

Original Guinevere 5e and D&D 3.5e adaptations, sources and extended notes

D&D 5E Mythological Figures: Guinevere

Guinevere DnD 5e BANNER.jpg

D&D 5E – Mythological Figures: Guinevere | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

King Arthur’s queen is also known as |takes a deep breath| Guennuuar, Guennimar, Ganhumara, Wenhauer, Wenhaiuer, Gwenayfer, Genoivre, Gahunmare, Gwenhwyfar, Gwenhwy-fawr (Gwenhwy the Great), Wenneuereia, Guenievre, Ganievre, Gueneure, Gaynour, Waynour, Waynor, Waynore, Genure, Gaynor, Guenore, Gwenvere, Guennevere, Guenera, Guanhumara, Gwenner, Gwendoloena, Gwendolen, Ginover, Ginovere, Ginevra, Gwynnever, Gwenever, Guenever, the White Enchantress, the White Fay, and finally the White Ghost.

For the most part Queen Guinevere was a great beauty yet childless, though depending on the tale that’s not necessarily so. In Perlesvaus (a French romance) and Parzival (a German poem) she bears Loholt or Illinot from Arthur, and in the Alliterative Morte Arthure her affair with Mordred produces two sons that Arthur orders to be killed. Although not related to her by blood, in the Livre d’Artus she raises the daughter of a knight of the round table (Sagramore) bore by a woman named Senehaut. She was also not a single child herself, having a number of sisters (which change based on the specific story), one of which at one point was an evil twin. In the earliest tale with a date (1136) Guinevere was left in Mordred’s care while Arthur went off to war—only to wed her himself and declare himself King! Arthur returns and tries to the throne back in the Battle of Camlann, suffering a mortal wound there and dying.

This is definitely a character that is who she is depending on the stories being read. Sometimes Guinevere is praised and laudable for her kindness, intellect, and civility while in others she’s portrayed as a tempting adulteress plotting revenge upon those who spurn her advances. One of the more common bits among tales about her is that Guinevere does not handle bad news well; when she learns of Arthur’s death she dies, when she learns of her son’s death she dies. One of the weirder stories has her as a wicked ruler beside Morded, ultimately killed by Lancelot (who by then is the last of the Knights of the Round Table) and then eaten by her entombed king before he too perishes. Another common thread in the history of Guinevere is her abduction though of course the details there change a lot, both by who saves her (Arthur or Lancelot) and who’s doing the kidnapping—maybe Melwas the king of “Summer Country” (Somerset?), or possibly Maleagant, or Valerin (King of the Tangled Wood), or her brother Gotegrim, or King Urien.

Speaking of Lancelot, somewhere a few hundred years after she first appears in the lore a love triangle is established between him, Arthur, and Guinevere. There’s a great deal of speculation about it, but it seems like the first author to make this connection may have done so to please the people he was writing for (a court of well-to-do socialite women) and the horrendous reputation King Morded had by that time. It’s love at first sight for her, and it’s not like Arthur was faithful (sleeping around with a Saxon princess or Guinevere’s evil twin sister) although again this may be a matter of authorial intent to further justify the relationship between her and Lancelot.

Guinevere​

Medium humanoid, neutral bard (glamour) 10
Armor Class 14 (padded)
Hit Points 55 (10d8+10)
Speed 30 ft.

STR​DEX​CON​INT​WIS​CHA​
9 (–1)​16 (+3)​12 (+1)​12 (+1)​14 (+2)​19 (+4)​

Saving Throws Dex +7, Cha +8
Skills History +5, Insight +10, Perception +10, Persuasion +12, Stealth +11
Senses passive Perception 20
Languages English, French, German
Challenge 5 (1,800 XP)

Background: Noble. Due to her position as a ruler, Guinevere is treated with a measure of respect wherever she goes. She is treated as royalty (or as closely as possible) by most peasants and traders, and as an equal when meeting other authority figures (who make time in their schedule to see her if requested to do so).

Bardic Inspiration 1d10 (4/Short Rest). As a bonus action on her turn, Guinevere can choose one other creature within 60 feet who can hear her. That creature gains one Bardic Inspiration die, a d10. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails.
In addition, Guinevere can use a bonus action to expend one use of Bardic Inspiration, choosing up to 5 ally creatures she can see within 60 feet. These creatures each gain 11 temporary hit points and, if they so choose, can use their reaction to move up to their speed without provoking opportunity attacks as long as they move towards Guinevere by using the safest and shortest route.

Captivate (1/Short Rest). When Guinevere performs a recital for at least 1 minute, at the end of the performance she can choose 5 humanoids that are within 60 feet and who observed the entire performance. A targeted creature makes a DC 17 Wisdom saving throw or is charmed by Guinevere for 1 hour, until taking damage, or until she attacks it or it witnesses her attacking one of its allies. While charmed, these targets idolize Guinevere, hinder her opponents, and speak her praises—they do everything to help her short of engaging in violence unless they were already predisposed to do so. Creatures that successfully save against this feature do not realize that Guinevere attempted to charm them.

Countercharm. As an action, Guinevere can start a performance that lasts until the end of her next turn. During that time, Guinevere and any friendly creatures within 30 feet of her have advantage on saving throws against being frightened or charmed. A creature must be able to hear her to gain this benefit. The performance ends early if she is incapacitated or silenced or if Guinevere voluntarily ends it (no action required).

Jack of All Trades. Guinevere adds +2 to any ability check she makes that doesn’t already include her proficiency bonus.

Majestic Power (1/Long Rest). Guinevere can use a bonus action to unleash fey power for 1 minute. For the duration, on each of her turns she can cast command as a bonus action. These castings do not use spell slots. In addition, while this feature is active any creature that is charmed by Guinevere automatically fails its saving throw against her command spells.

Song of Rest. At the end of a short rest, if Guinevere or any friendly creatures who can hear her performance regain hit points by spending one or more Hit Dice, each of those creatures regains an extra 1d8 hit points.

Spellcasting. Guinevere is a 10th level spellcaster that uses Charisma as her spellcasting ability (spell save DC 16; +8 to hit with spell attacks). She knows the following bard spells:

  • Cantrips: light, mending, message, minor illusion​
  • 1st-level (4 slots): charm person, command, healing word, heroism, sleep​
  • 2nd-level (3 slots): calm emotions, detect thoughts, suggestion​
  • 3rd-level (3 slots): bestow curse, nondetection, tongues​
  • 4th-level (3 slots): confusion​
  • 5th-level (2 slots): dominate person, dream​

ACTIONS
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.

Queen Guinevere 3.5

Name Queen Guinevere
Human CR 8
XP 4800
Aristocrat level 10 (skill points 91) Adventurer
Bard level 2 (skill points 18) Spy
Any Medium Humanoid
Init +1; Senses ; Listen +4; Spot +4

DEFENSE

AC 13, touch 12, flat-footed 12 ( No Armour, Shield, none)
(+1 Dex, +1 Natural, +1 deflection)
hp 50 (0d8+10d8+2d6);
Fort +3, Ref +7, Will +10
OFFENSE

Speed: 30ft.
Single Attack Dagger +8 (1d4/19-20)
or Shortbow ,Composite +9 (1d6 X3)
Full Attack
Dagger +8/+3 (1d4/19-20)
Ranged Shortbow ,Composite+9/+4 (1d6 X3) range 70
Space 5 ft.; Reach 5 ft.
Special Attacks
Fascinate Can fascinate 1 creature + 1 every 3 levels
Spells Known:

Spells

Spell Level
Class0th1st2nd3rd4th5th6th7th8th9th
Bard32

Bard Spells
CL 2 Concentration 7
Level 0 (3) DC 15
Daze, Detect Magic, Know Direction, Lullaby, Resistance

Level 1 (2) DC 16
Comprehend Languages, Obscure Object

STATISTICS

Str 10, Dex 12, Con 11, Int 14, Wis 11, Cha 19 + 2 = 21
Base Attack 8 Grapple 8
Feats
Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Deceitful: +2 Disguise +2 Forgery, Leadership: Attract cohort and followers,
Martial Weap Prof, Negotiator: +2 Diplomacy +2 Sense motive, Persuasive: +2 Bluff +2 Intimidate, Shield Proficiency: Can use shields, Simple Weapon Proficiency, Skill Focus (Bluff): +3 Bluff, Skill Focus (Diplomacy): +3 Diplomacy, Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties
Skills Appraise 2, Balance 1, Bluff 23, Climb 1, Concentration 0, Decipher Script 3, Diplomacy 23, Disguise 9, Escape Artist 2, Forgery 4, Gather Information 12, Heal 1, Hide 3, Intimidate 7, Know Geography 6, Know History 7, Know Local 5, Know Nature 5, Know Nobility 15, Listen 4, Move Silently 2, Perception 3, Perform 7, Perform Oratory 10, Ride 1, Search 4, Sense Motive 2, Speak Language 5, Spot 4, Survival 0, Swim 2
Languages Common
ECOLOGY

Environment Any
Organization Company 10-20, Band 30-100, Squad 4-8
Treasure Standard
SPECIAL ABILITIES

Bardic Knowledge Level + Int bonus
Bardic Music Can use songs once a day per level
Countersong May use bards perform for save vs sound
Inspire Courage Morale bonus on charm, fear, attack, and damage = + 1

MAGIC ITEMS (max value 9400) Amulet of natural armour (+1) +1 Nat armour (2000gp), Cloak of charisma (+2) +2 CHR (4000gp), Elixir of love DC14 Charm (150gp), Potion of Cure moderate wounds – (300gp), Potion of Undectable alignment – (300gp), Ring of Protection (+1) +1AC (2000gp)

Total Value = 8750

Guinevere in Film and Video

Keep this reference growing

If this page helped with your reading or game, you can support its upkeep or explore the curated books.

Buy the creator a coffee

Explore the Bookshop — epics, classics and stories behind imagined worlds.

Scroll to Top