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King Ban of Benwick

King Ban of Benwick
Midjourney
  • Alias: King Ban
  • Gender: Male
  • Race: Human
  • Occupation: Monarch
  • Religion: Celtic Pantheon
  • Allies: Knights of the Round Table, King Bors, King Arthur
  • Enemies: Enemies of the Round Table, especially King Claudas
  • Abode/ Base of operations: Castle of Benwick
  • Nationality: Benwick (a legendary kingdom in Arthurian legends)
  • Languages: Old French, Latin
  • Alignment: Lawful Good
  • Affiliation(s): Knights of the Round Table, Benwick
  • Significant others: Queen Elaine, father of Sir Launcelot

King Ban is a noble and valiant monarch who rules the legendary kingdom of Benwick. As a character, he embodies the ideals of chivalry and honor, always striving to protect his kingdom and uphold the principles of righteousness.

Fear: King Ban fears the chaos and tyranny that threaten his kingdom and the realm of Camelot. He is also concerned about the safety and future of his beloved son, Sir Launcelot.

Reason for Actions: King Ban’s actions are driven by his deep sense of duty and responsibility as a ruler. He believes in justice, compassion, and the code of chivalry. He is determined to maintain peace and harmony in his kingdom, forge alliances with other noble leaders, and raise his son, Sir Launcelot, to be a noble knight.

What He Wants to Achieve: King Ban’s ultimate goal is to see his kingdom prosper and ensure that his son, Sir Launcelot, becomes a paragon of knighthood. He hopes to contribute to the greater good of the realm, standing alongside his fellow knights in defense of King Arthur’s vision of Camelot.

King Ban of Benwick
Midjourney

Medium humanoid (human), lawful good


Armor Class 17 (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, Celestial 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 or uses Divine Smite three times.

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.

Currently in the World

King Ban, a tall and regal figure with a dignified bearing, dons a suit of polished armor adorned with the emblem of his kingdom, a silver crescent moon on a blue field. His graying hair, neatly combed beneath his golden crown, hints at his wisdom and experience.

Currently, King Ban stands in the grand hall of his majestic castle, the Castle of Benwick, where banners bearing the symbol of his kingdom hang from the stone walls. Sunlight streams through the stained glass windows, casting a warm and inviting glow over the ornate tapestries that depict tales of valor and chivalry.

His mood is one of solemn determination as he contemplates matters of state and the welfare of his kingdom. Though a sense of responsibility weighs upon him, there is a glimmer of hope in his eyes, reflecting his unwavering commitment to the principles of honor and justice.

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