
Character
Merlin, Revenge Turned Inspiration
Merlin entered the world as a consequence of divine manipulation, born from a mortal woman who paid the ultimate price for his existence. Queen Mab, a powerful fey entity, orchestrated his conception as a vessel for her ambitions—a champion who would lead humanity back to the worship of ancient pagan traditions and restore her waning influence over the mortal realm. Yet fate intervened when his mother perished during childbirth, and the infant Merlin was claimed by his aunt Ambrosia, a woman who had deliberately turned her back on the Old Ways and embraced the new faith spreading across the land. Raised in a household of Christian virtue rather than fey mysticism, Merlin grew into a compassionate young man whose natural magical talents bloomed despite his aunt's gentle efforts to steer him toward righteousness. When he rescued a drowning noblewoman named Nimue through an act of instinctive sorcery, Ambrosia recognized that his true nature could no longer be denied and reluctantly revealed the circumstances of his birth. This revelation set in motion a chain of events that would forever alter the course of his destiny. Summoned to train under Mab's gnomish servant Frik, Merlin discovered that his extraordinary gift for magic was matched only by his profound rejection of the goddess's vision for the world. His refusal to champion her crusade became an unbearable affront to Mab's pride, and her fury culminated in a devastating act of vengeance against the one person Merlin loved most. When Mab struck down his dying aunt in a fit of rage, dismissing the deaths of his mother and Ambrosia as mere casualties of her grand design, something fundamental shifted within the young wizard's heart. Merlin's anguish transformed into unwavering resolve, and he bound himself through blood oath to use every ounce of his formidable power in pursuit of a singular purpose: the defeat of Queen Mab herself. What the fey goddess had intended as the creation of her instrument became instead the forging of her greatest adversary, and Merlin's journey from pawn to hero had only just begun.
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What this public profile contains
This view-only profile includes a creator-written description; 13 labeled detail fields; 8 structured sections; 1 artwork image supplied by the creator.
- Creation type
- Character
- Shared by
- Draz
- Connected worlds
- 1
- Detail fields
- 13
- Profile sections
- 8
- Artwork images
- 1
Details
- Type
- Humanoid
- Class
- Wizard
- Gender
- male
- Alignment
- Lawful Good
- Size
- Medium
- Armor class
- 15
- Hit points
- 150
- Speed
- 30
- Challenge
- 10
- Experience
- 5900
- Languages
- Common, Sylvan, Celestial
- Senses
- Darkvision 60 ft., Passive Perception 15
- Skills
- Arcana, History, Insight, Persuasion
Biography
Merlin entered the world as a consequence of divine manipulation, born from a mortal woman who paid the ultimate price for his existence. Queen Mab, a powerful fey entity, orchestrated his conception as a vessel for her ambitions—a champion who would lead humanity back to the worship of ancient pagan traditions and restore her waning influence over the mortal realm. Yet fate intervened when his mother perished during childbirth, and the infant Merlin was claimed by his aunt Ambrosia, a woman who had deliberately turned her back on the Old Ways and embraced the new faith spreading across the land. Raised in a household of Christian virtue rather than fey mysticism, Merlin grew into a compassionate young man whose natural magical talents bloomed despite his aunt's gentle efforts to steer him toward righteousness. When he rescued a drowning noblewoman named Nimue through an act of instinctive sorcery, Ambrosia recognized that his true nature could no longer be denied and reluctantly revealed the circumstances of his birth. This revelation set in motion a chain of events that would forever alter the course of his destiny. Summoned to train under Mab's gnomish servant Frik, Merlin discovered that his extraordinary gift for magic was matched only by his profound rejection of the goddess's vision for the world. His refusal to champion her crusade became an unbearable affront to Mab's pride, and her fury culminated in a devastating act of vengeance against the one person Merlin loved most. When Mab struck down his dying aunt in a fit of rage, dismissing the deaths of his mother and Ambrosia as mere casualties of her grand design, something fundamental shifted within the young wizard's heart. Merlin's anguish transformed into unwavering resolve, and he bound himself through blood oath to use every ounce of his formidable power in pursuit of a singular purpose: the defeat of Queen Mab herself. What the fey goddess had intended as the creation of her instrument became instead
Attributes
Strength
12, modifier 1
Dexterity
14, modifier 2
Constitution
14, modifier 2
Intelligence
20, modifier 5
Wisdom
16, modifier 3
Charisma
18, modifier 4
Actions
Arcane Blast
Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 4d10 force damage.
Nature's Grasp
Summon a magical branch to restrain a target. DC 17 Strength save or be restrained for 1 minute.
Inspiring Words
Choose up to three allies within 30 ft. They regain 2d8 + 5 hit points and gain advantage on their next attack.
Fey Ward
Create a protective barrier around an ally. Grants +2 AC until the start of your next turn.
Blood Oath Strike
Make a melee spell attack against Queen Mab. On a hit, deal 6d8 radiant damage and gain temporary hit points equal to half the damage dealt.
Summon Elemental
Call forth an elemental (fire, water, earth, or air) to fight alongside you for 1 minute.
Abilities
Fey Resilience
Advantage on saving throws against being charmed or frightened.
Arcane Affinity
Can cast spells without material components if they are related to nature.
Blood Oath
Gains +2 to attack rolls against Queen Mab and her minions.
Inspiration's Echo
All allies within 30 feet gain a +1 bonus to saving throws.
Saving throws
strength
5
dexterity
6
intelligence
9
wisdom
7
Legendary actions
Fey Fury
Make two Arcane Blast attacks. Can only be used once per round.
Veil of Shadows
Become invisible until the start of your next turn. Attacking or casting a spell ends this effect.
Revenge's Embrace
Target one creature that has harmed you. They must succeed on a DC 17 Wisdom save or take 4d10 psychic damage and be frightened until the end of their next turn.
Damage resistances
Psychic
Necrotic
Condition immunities
Charmed
Frightened
Public creation
Worldbuilding Context
Merlin, Revenge Turned Inspiration is a public character profile shared by Drazthrough Summon Worlds. This view keeps the creator's public information together with clear attribution and links to any connected public Worlds; it does not add story details beyond the fields shown on the profile.
This creation is connected to The Adventures Of Credunt Insulis, where its details can support consistent characters, locations, lore, and ongoing storytelling across the wider World.
World connections
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