King Ban of Benoic — Lancelot’s Father

King Ban of Benoic (Benwick) was the father of Sir Lancelot and husband of Queen Elaine. When Claudas attacked, Ban lost his stronghold. In the French Lancelot romances he died after seeing the castle burn, and the Lady of the Lake took his infant son into her care. His lost kingdom still gives Lancelot and its surviving knights a reason to fight.

The last choice: Ban could hold his remaining knights at the castle or send them to protect villagers fleeing Claudas. His death ends his reign, but surviving retainers still disagree about whether he chose well.

King Ban of Benoic in royal armour
King Ban — existing character illustration (Midjourney)

At a Glance

Role
King of Benoic, now fallen in the main romance
Family
Queen Elaine (wife); Lancelot (son)
Allies
King Bors and loyal knights of Benoic
Enemy
Claudas, conqueror of Benoic
Lost stronghold
Castle of Benoic / Benwick
Sacred traditions
The old gods and sacred places of his homeland in this campaign
Present influence
His surviving household, seal, arms and claim
Encounter
Play Ban at the siege, or meet his surviving retainers afterward

Game Statistics

These are versions of Ban while Benoic still stands. Use the edition you play. The old magical CR 15 king is a separate optional adaptation, not Ban’s normal abilities in the romances.

King Ban — D&D 2024

Medium Humanoid (Human), Lawful Good; noble commander

Armor Class 20 (plate, shield); Initiative +1 (11); Hit Points 127 (15d10 + 45); Speed 30 ft.; Challenge 8 (3,900 XP; PB +3).

STR18 (+4)
DEX12 (+1)
CON16 (+3)
INT14 (+2)
WIS14 (+2)
CHA16 (+3)

Saving Throws Str +7, Con +6, Wis +5, Cha +6; Skills Athletics +7, Insight +5, Intimidation +6, Persuasion +9; Senses passive Perception 12; Languages Common and the court tongue of Benoic.

Traits

Royal Authority. Ban has Advantage on Charisma (Persuasion) checks with people who recognise him as their ruler. His authority does not compel Claudas’s soldiers or anyone who rejects the crown.

Unbroken Command (1/Day). If Ban fails a saving throw, he can choose to succeed instead. This represents his exceptional resolve at the siege, not divine immunity.

Actions

Multiattack. Ban makes three attacks with his longsword.

Longsword +1. Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) Slashing. The damage assumes he carries his shield and uses the sword in one hand.

Direct the Defence (Recharge 5–6). Up to three allies of Ban within 30 feet that can hear him may each use their Reaction to move up to half their Speed without provoking Opportunity Attacks. This can move guards into position or help families leave the gate.

Bonus Action

Rally the Last Guard (2/Day). Ban chooses up to four allies within 30 feet that can hear him. Each gains 9 temporary Hit Points.

Reaction

Shield Parry. When Ban is hit by a melee attack he can see, he gains a +2 bonus to AC against that attack, potentially turning it into a miss.

Legendary Actions

Ban has two legendary-action uses, regained at the start of his turn. He can use one after another creature’s turn: Advance (1 Use) — Ban moves up to half his Speed without provoking Opportunity Attacks; Command Ally (1 Use) — one ally Ban can see within 30 feet may use its Reaction to make a single weapon attack. Ban cannot use these when Incapacitated.

Scene. Run this Ban during Benoic’s siege, before the castle falls. In a later campaign, the characters meet his surviving knights or the people who fled with Elaine. This is a custom playable interpretation of Ban, not an official stat block.

King Ban — D&D 5e / 2014

Medium humanoid (human), Lawful Good; noble commander

Armor Class 20 (plate, shield); Hit Points 127 (15d10 + 45); Speed 30 ft.; Challenge 8 (3,900 XP; PB +3).

STR18 (+4)
DEX12 (+1)
CON16 (+3)
INT14 (+2)
WIS14 (+2)
CHA16 (+3)

Saving Throws Str +7, Con +6, Wis +5, Cha +6; Skills Athletics +7, Insight +5, Intimidation +6, Persuasion +9; Senses passive Perception 12; Languages Common and the court tongue of Benoic.

Traits

Royal Authority. Ban has Advantage on Charisma (Persuasion) checks with people who recognise him as their ruler. His authority does not compel Claudas’s soldiers or anyone who rejects the crown.

Unbroken Command (1/Day). If Ban fails a saving throw, he can choose to succeed instead. This represents his exceptional resolve at the siege, not divine immunity.

Actions

Multiattack. Ban makes three attacks with his longsword.

Longsword +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) Slashing. The damage assumes he carries his shield and uses the sword in one hand.

Direct the Defence (Recharge 5–6). Up to three allies of Ban within 30 feet that can hear him may each use their Reaction to move up to half their Speed without provoking Opportunity Attacks. This can move guards into position or help families leave the gate.

Bonus Action

Rally the Last Guard (2/Day). Ban chooses up to four allies within 30 feet that can hear him. Each gains 9 temporary Hit Points.

Reaction

Shield Parry. When Ban is hit by a melee attack he can see, he gains a +2 bonus to AC against that attack, potentially turning it into a miss.

Legendary Actions

Ban has two legendary-action uses, regained at the start of his turn. He can use one after another creature’s turn: Advance (1 Use) — Ban moves up to half his Speed without provoking Opportunity Attacks; Command Ally (1 Use) — one ally Ban can see within 30 feet may use its Reaction to make a single weapon attack. Ban cannot use these when Incapacitated.

Scene. Run this Ban during Benoic’s siege, before the castle falls. In a later campaign, the characters meet his surviving knights or the people who fled with Elaine. This is a custom playable interpretation of Ban, not an official stat block.

King Ban — Pathfinder 1e

King Ban of Benoic CR 11 (original campaign NPC)
XP 12,800; Male human fighter 12
LG Medium humanoid (human); Init +5; Senses Perception +2

Defense

AC 25, touch 12, flat-footed 24 (+10 armor, +3 shield, +1 Dex, +1 deflection)
hp 102 (12d10 + 36); Fort +11, Ref +5, Will +6; Defensive Abilities bravery +3 against fear.

Offense

Speed 30 ft. in armor (armor training 3)
Melee +2 longsword +23/+18/+13 (1d8+13, 17–20/×2)
Ranged javelin +13/+8/+3 (1d6+5, range 30 ft.); Space 5 ft.; Reach 5 ft.

Tactics

Before Combat Ban posts lookouts and organises routes out of the castle. During Combat he holds a gate long enough for civilians to escape. Morale Ban withdraws only when further fighting would sacrifice those in his care.

Statistics

Str 20, Dex 12, Con 16, Int 12, Wis 14, Cha 16
Base Atk +12; CMB +17; CMD 29
Feats Weapon Focus (longsword), Greater Weapon Focus (longsword), Weapon Specialization (longsword), Greater Weapon Specialization (longsword), Improved Critical (longsword), Power Attack, Cleave, Great Cleave, Improved Initiative, Mounted Combat, Ride-By Attack, Spirited Charge, Shield Focus, Toughness (14 feats, including human and fighter bonus feats).
Skills Ride +16, Intimidate +18, Diplomacy +10, Knowledge (nobility) +6; Languages Common, Benoic court tongue.
Gear +1 full plate, +1 heavy steel shield, +2 longsword, ring of protection +1, royal seal and horse.

Special Abilities

Armor Training 3; Weapon Training (heavy blades) +2; Bravery +3. Use the native Pathfinder Fighter rules. He has no cleric spells, divine lair actions or innate smiting in this version. The original spellcasting king survives separately as an optional magical campaign version.

King Ban — D&D 3.5e

King Ban of Benoic CR 12 (original campaign NPC)
Male human fighter 12; LG Medium humanoid
Init +5; Senses Listen +2, Spot +2

Defense

AC 24, touch 12, flat-footed 23 (+9 armor, +3 shield, +1 Dex, +1 deflection)
hp 102 (12d10 + 36); Fort +11, Ref +5, Will +6.

Offense

Speed 20 ft. in heavy armor
Melee +2 longsword +21/+16/+11 (1d8+11, 17–20/×2)
Ranged javelin +13/+8/+3 (1d6+5, range increment 30 ft.); Space 5 ft.; Reach 5 ft.

Tactics

Before Combat Ban orders supplies and horses to the gate. During Combat he defends an exit, then tries to reach Elaine and Lancelot. Morale his death in the romance follows the destruction of his castle, not a final duel he must lose in every campaign.

Statistics

Str 20, Dex 12, Con 16, Int 12, Wis 14, Cha 16
Base Atk +12; Grapple +17
Feats Weapon Focus (longsword), Greater Weapon Focus (longsword), Weapon Specialization (longsword), Greater Weapon Specialization (longsword), Improved Critical (longsword), Power Attack, Cleave, Great Cleave, Improved Initiative, Mounted Combat, Ride-By Attack, Spirited Charge, Combat Reflexes (13 including human and fighter bonus feats).
Skills Ride +16, Intimidate +17, Diplomacy +10, Knowledge (nobility) +6; Languages Common and court languages.
Gear +1 full plate, +1 heavy shield, +2 longsword, ring of protection +1, riding horse and royal seal.

Special Abilities

Fighter Training. Uses D&D 3.5e Fighter full base attack, bonus feat and heavy-armour rules. There are no Pathfinder Weapon Training abilities or 5e legendary actions. Treat him as a veteran human king.

Benoic Before the Fall

Ban rules Benoic while Claudas gathers an army against him. His brother King Bors faces the same threat. The family can seek shelter with Arthur, but Ban’s first concern is getting his people away from the fighting. His wife Elaine and their infant son Lancelot travel with him when the last stronghold falls.

The French Lancelot tells how Ban looks back at his burning castle and dies of grief. Elaine then loses sight of Lancelot beside the lake, where a mysterious lady carries him away. That is the history behind the adult knight’s story. For an adventure during the siege, Ban is alive; in an adventure at Arthur’s later court, his name survives through Elaine, Lancelot and the men who served him.

Optional mythic King Ban (legacy D&D 5e CR 15): sacred magic, Sword of Valor and regional powers

This preserved campaign variant gives Ban extraordinary magic and lair powers. It is an alternative to the four mortal-king builds above, not a claim about the original Arthurian romance.

Mythic King Ban — Original Magic Variant

King Ban of Benwick
Midjourney

Medium humanoid (human), lawful good


Armor Class 20 (plate armor, shield) Hit Points 195 (26d8 + 78) Speed 30 ft.

STRDEXCONINTWISCHA
18 (+4)14 (+2)16 (+3)16 (+3)18 (+4)20 (+5)

Saving Throws Wis +8, Cha +9 Skills Insight +8, Persuasion +9 Senses passive Perception 14 Languages Common, the Benoic court tongue Challenge 15 (13,000 XP)


Background: King of Benwick. He has advantage on Charisma (Persuasion) checks when dealing with nobility and officials of his kingdom.

Legendary Resistance (3/Day). If he fails a saving throw, he can choose to succeed instead.

Spellcasting. King Ban is a 12th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). King Ban has the following spells prepared from the cleric spell list:

  • Cantrips (at will): Sacred Flame, Thaumaturgy, Guidance, Mending
  • 1st level (4 slots): Cure Wounds, Protection from Evil and Good, Shield of Faith, Bless
  • 2nd level (3 slots): Lesser Restoration, Hold Person, Prayer of Healing
  • 3rd level (3 slots): Dispel Magic, Mass Healing Word, Spirit Guardians
  • 4th level (3 slots): Freedom of Movement, Death Ward
  • 5th level (2 slots): Greater Restoration, Holy Weapon

Actions


Multiattack. He makes three melee attacks. Divine Smite can enhance a hit by expending a spell slot; it is not a separate melee attack.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) slashing damage.

Divine Smite. He expends a spell slot to deal an extra 3d8 radiant damage to a target with a melee weapon attack.

Turn Undead (Recharges after a Short or Long Rest). Each undead creature within 30 feet of King Ban must make a DC 17 Wisdom saving throw or be turned for 1 minute or until it takes any damage.

Healing Touch (Recharges after a Long Rest). He touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Mounted Charge. If King Ban begins his turn mounted on a horse and moves at least 30 feet straight toward a target and then hits with a melee attack on the same turn, the target takes an extra 10 (3d6) damage.

Legendary Actions


King Ban 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. King Ban regains spent legendary actions at the start of his turn.

Move. He moves up to his speed without provoking opportunity attacks.

Command Ally. He targets one friendly creature within 30 feet. That creature can immediately take one action, either a melee attack or using a spell it knows.

Lay on Hands (Costs 2 Actions). He touches a creature, restoring a number of hit points equal to his Charisma modifier x 5.

Divine Aura (Costs 3 Actions, 1/Day). For 1 minute, King Ban’s aura extends 30 feet from him. While the aura is active, King Ban and his allies have advantage on saving throws against spells and other magical effects, and any hostile creature that starts its turn in the aura takes 10 radiant damage.


Equipment Plate armor, longsword, shield, holy symbol, royal insignia

Legendary Magic Item – Sword of Valor (requires attunement by a lawful good creature)

This magical longsword has a +2 bonus to attack and damage rolls. It sheds bright light in a 15-foot radius and dim light for an additional 15 feet while drawn. When King Ban hits with an attack using this sword, the target takes an extra 2d8 radiant damage. When King Ban slays a fiend or undead with this sword, he regains 10 hit points.

CR (Challenge Rating) 15 (13,000 XP)

Lair Actions


On initiative count 20 (losing initiative ties), King Ban takes a lair action to cause one of the following magical effects. King Ban can’t use the same effect two rounds in a row:

  • He blesses his allies, granting them a +1 bonus to attack rolls and saving throws for 1 minute.
  • King Ban calls upon his divine aura, creating a 30-foot-radius sphere of radiant energy centered on him. All creatures of his choice within the sphere gain temporary hit points equal to their Constitution modifier (minimum of 1) at the start of their turns. This effect lasts until the end of his next turn.

Regional Effects


The region containing King Ban’s lair is blessed and protected. When King Ban or his allies travel through the region, they gain advantage on Charisma checks when dealing with the local populace. Additionally, evil-aligned creatures find it difficult to cast spells or use abilities that manipulate minds or emotions within 1 mile of the lair.

These effects fade if King Ban is slain or his lair is desecrated.

What Remains of King Ban?

At the later court of Arthur, Ban is dead. His knights remember a royal seal, a lost treasury and the day Claudas took Benoic. Some swear Ban ordered the western gate held. Others say he told the garrison to escort villagers to safety. Elaine may know who carried the order, while Lancelot knows little of his father except what others have told him.

The Last Gate of Benoic

Set this encounter during the siege, when Ban is still alive. A messenger reports that Claudas has blocked the main road. Ban asks the characters to open a route through the orchard for families leaving the castle. The watch captain wants all available soldiers on the walls. Which route do the characters defend, and who gets out?

The King’s Seal

Years later, a claimant presents a sealed order supposedly written by Ban before his death. It grants him control of a surviving Benoic garrison. Elaine recognises the wax, but not the handwriting. The party can seek an old captain, question a scribe or ask Lancelot whether he will recognise an order issued in his dead father’s name.

The Child at the Lake

In an earlier episode, Elaine searches for her missing son beside the water. The party sees a strange woman carry the child away. They can approach her, follow along the shore or stay to protect Elaine from Claudas’s scouts. They may discover who she is, but cannot assume she means the boy harm.

Romance source: The Lancelot account of King Ban’s death and the Lady of the Lake. These three encounters are original playable situations. A campaign set at the siege can use the living king; the later Arthurian court remembers him through his family.

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