The Complete Paladin Guide
A Fifth Edition Compatible Guide Inspired by Merlin, the Paladin Who Sought the Glory of the Kwasar
A paladin is not merely a warrior.
A paladin is a vow given flesh.
In a world of monsters, gods, ruins, kingdoms, corruption, and impossible darkness, the paladin is the one who steps forward when others step back. The paladin is the shield raised before the innocent. The sword drawn against evil. The hand placed upon the wounded. The voice that speaks an oath and refuses to break.
To play a paladin in a fifth edition compatible fantasy roleplaying game is to play one of the most powerful heroic archetypes at the table: the sacred warrior, the defender, the smiter of darkness, the knight of conviction, the champion whose strength comes not only from muscle, steel, or magic, but from belief.
This guide is written as an appendix to the story of Merlin, the human paladin of the Path of Ascension, bearer of Imperium, seeker of the Glory of the Kwasar, and oath-bound warrior of the Tzion Universe.
Merlin is not an ordinary paladin.
He is noble, disciplined, ambitious, dangerous, merciful, proud, faithful, and tempted by cosmic ascension. That is exactly why he is such a strong example of the paladin class. He shows what makes paladins fascinating: they are not just “good knights.” They are characters built around tension.
Power and restraint.
Mercy and judgement.
Faith and doubt.
Glory and humility.
The paladin asks one question again and again:
What does it mean to be worthy?
What Is a Paladin?
A paladin is a heavily armoured divine warrior whose power comes from an oath.
A fighter masters weapons.
A cleric channels divine magic.
A paladin stands between them, combining martial force, sacred magic, protective auras, healing power, and devastating radiant strikes.
But the paladin is not simply half fighter and half cleric. That would be too small a definition. The paladin has a unique identity: the paladin is a living promise.
The oath is the heart of the class.
Without the oath, the paladin is only a warrior with spells. With the oath, the paladin becomes something greater: a champion whose personality, mechanics, combat style, roleplay, and destiny all revolve around sacred conviction.
For Merlin, that oath is more complex than simple heroism. He begins as a defender of the weak, trained by the Order of the Dawn Oath, but his soul burns with a hunger for something higher. He does not merely want to protect villages. He wants to become worthy of cosmic judgement. He wants the Astrals, the Architects, or even Goddark himself to look upon him and declare that he may rise.
That makes him a perfect paladin.
A paladin should never feel casual.
A paladin should feel chosen, sworn, burdened, tested, and watched.
Why Play a Paladin?
You should play a paladin if you want a character who feels heroic from the first session.
Paladins are excellent for players who want to stand in the centre of the story. They are strong in combat, meaningful in roleplay, and useful in almost every kind of adventure. They can take punishment, protect allies, heal wounds, strike with terrifying force, resist supernatural threats, and bring moral weight to the campaign.
A paladin is ideal if you want to say:
“I stand between the monster and the innocent.”
“I swear an oath, and I will be judged by whether I keep it.”
“I do not simply fight evil. I answer it.”
“I carry power, but I must remain worthy of it.”
Mechanically, paladins are powerful because they combine durability, burst damage, healing, spellcasting, weapons, armour, and party-wide protection.
Narratively, paladins are powerful because every battle can become a test of the soul.
A rogue can ask, “Can I escape?”
A wizard can ask, “Can I understand this?”
A fighter can ask, “Can I defeat this?”
A paladin asks, “Can I win without betraying what I am?”
For Merlin, the question is even sharper:
Can he rise beyond humanity without losing the part of himself that made him worthy to rise?
The Paladin’s Core Identity
The paladin has five essential identities.
First, the paladin is a warrior. A paladin can wear armour, use shields, and fight with deadly weapons. This is not a fragile spellcaster hiding at the back of the battlefield. The paladin belongs in the front line.
Second, the paladin is a protector. A paladin does not measure success only by enemies defeated, but by lives preserved. The paladin stands where danger is greatest because someone must.
Third, the paladin is a healer. Through sacred touch and divine magic, the paladin can restore life, remove poison, and later cleanse terrible conditions. This gives the paladin a role of mercy.
Fourth, the paladin is a judge. When evil must be destroyed, the paladin can unleash radiant force through weapon strikes. The paladin’s smite is one of the most iconic expressions of holy judgement in fantasy gaming.
Fifth, the paladin is an oath-bearer. This is the most important identity of all. The oath gives meaning to the armour, the healing, the spells, the smites, and the sacrifices.
Without the oath, there is no paladin.
There is only steel.
Primary Abilities: Strength and Charisma
For a classic paladin, the two most important abilities are Strength and Charisma.
Strength represents the paladin’s physical power. It governs the classic image of the heavy-armoured warrior: sword, shield, armour, shield-bash, climbing, grappling, breaking doors, holding the line, and striking with melee weapons.
Charisma represents the paladin’s force of soul. For many classes, Charisma may mean charm, beauty, wit, or social grace. For a paladin, Charisma means conviction. Presence. Sacred authority. The power of the oath made visible.
A paladin with high Charisma does not merely speak well.
A paladin with high Charisma enters a room and makes people feel that something larger than fear has arrived.
For Merlin, this is essential. His Strength comes from brutal training at Aurelion Gate. His Charisma comes from oath, ambition, spiritual intensity, and the terrifying force behind Imperium. When Merlin commands stone, steel, and shattered weapons to obey, that power should feel like Charisma expressed through supernatural authority.
A strong Merlin-style paladin should therefore not be played as a mindless brute. He should feel disciplined, commanding, solemn, intimidating, and radiant with restrained force.
He is not loud because he lacks control.
He is quiet because the world already feels the pressure of his will.
Constitution, Wisdom, and the Lesser Abilities
After Strength and Charisma, Constitution is extremely important. Paladins fight at the front, and front-line characters get hit. Constitution gives durability, stamina, and the ability to survive the brutal punishment of melee combat.
Wisdom is also useful because it supports perception, insight, mental fortitude, and spiritual awareness. A paladin with decent Wisdom feels more like a guardian who can sense danger, read intentions, and recognise corruption.
Dexterity is less important for a heavy-armoured paladin, but it still matters for initiative and certain saves.
Intelligence depends on the character concept. Many paladins can safely leave Intelligence low, but Merlin is not a simple soldier. He studies forbidden chronicles, failed ascensions, cosmic legends, sacred architecture, and the mystery of the Kwasars. For that reason, a Merlin build can justify a slightly higher Intelligence than a typical paladin.
The best version of Merlin is not merely strong.
He is strong, intense, disciplined, and obsessed with divine knowledge.
Armour: The Paladin as a Walking Fortress
One of the paladin’s great strengths is armour.
A paladin can wear heavy armour and use a shield, making the class one of the best defensive front-line options in the game. This changes how you play. You are not meant to hide behind the party. You are meant to be the wall.
At low levels, a paladin may begin with chain mail or another accessible armour. Later, the dream is usually plate armour, combined with a shield for excellent defence.
But armour is not just mechanics.
For a paladin, armour is symbolism.
A rogue’s cloak says, “I move unseen.”
A wizard’s robe says, “I command mysteries.”
A barbarian’s scars say, “I endure pain.”
A paladin’s armour says, “I accept the burden.”
Merlin’s armour should tell his story. White steel. Bronze-gold plates. Mirrored fragments from the glass deserts of Syrath. A shield marked with a rising star above an open hand. Every piece should communicate the central contradiction of his soul:
He seeks the infinite, but he still protects the small.
His armour is not vanity.
It is a vow made visible.
Weapons: Steel, Symbol, and Judgement
Paladins are trained with simple and martial weapons, which gives them many options.
A classic paladin can fight with a longsword and shield, greatsword, warhammer, mace, spear, lance, or other martial weapons. Each weapon creates a different feeling.
A longsword and shield creates the image of the noble guardian.
A greatsword creates the image of the holy executioner.
A warhammer or mace creates the image of the temple knight.
A lance creates the image of the mounted champion.
A spear creates a more ancient, disciplined, almost mythic warrior.
For Merlin, the best weapon is the longsword.
His blade, Oathwake, should function as the symbol of his paladin identity. It is the weapon of the Dawn Oath, the weapon that follows his hand, the weapon that answers Imperium, the weapon that may one day awaken into something worthy of a Kwasar.
At early levels, Oathwake can simply be a normal longsword.
At later levels, it can become a magic weapon.
At epic levels, it could become a legendary weapon of divine judgement.
But even before it becomes magical in rules, it should feel magical in description. When Merlin draws Oathwake, the air should tighten. Dust should rise. Broken nails should tremble in wooden beams. The sword should seem less like an object and more like a promise waiting to be fulfilled.
Shields: The Forgotten Soul of the Paladin
Many players focus on the paladin’s sword, but the shield is just as important.
The sword says, “I judge.”
The shield says, “I protect.”
A paladin who carries a shield is making a statement: survival is not only personal. The paladin is there to block, guard, interpose, and endure.
For Merlin, the shield is crucial because it restrains his ambition. A paladin obsessed only with glory might take the largest weapon and chase the biggest strike. But Merlin carrying a shield reminds the reader and the player that he is still bound to protection.
His shield should not be plain.
It should bear the symbol of his Ascendant Oath: a rising star above an open hand.
The star represents ascension.
The open hand represents restraint.
Together they mean:
Rise only if rising allows others to live.
Lay On Hands: Mercy in the Middle of War
One of the most defining paladin abilities is Lay On Hands.
This ability gives the paladin a pool of healing power. The paladin can touch a creature and restore hit points, and can also use that healing pool to remove poison.
Mechanically, this is extremely useful. It gives the party emergency healing, helps bring allies back from danger, and makes the paladin valuable even when not attacking.
Narratively, it is one of the most important features in the entire class.
Lay On Hands proves that the paladin is not merely a killer of monsters.
The paladin is the one who kneels in the mud beside a dying soldier.
The paladin is the one who places a gauntleted hand over a wound and says:
“Not yet.”
For Merlin, Lay On Hands should be one of the most emotionally important powers. His story is filled with ambition, cosmic hunger, and the desire to become something greater than mortal. But each time he uses Lay On Hands, he proves that mercy still lives in him.
He may dream of the stars.
But he still stops to save the bleeding villager.
That is what keeps him a paladin.
Spellcasting: Oath, Prayer, and Sacred Will
Paladins cast spells, but they do not feel like wizards.
A wizard studies arcane structures.
A cleric channels divine power through devotion.
A paladin casts through oath, discipline, prayer, and sacred force of personality.
Paladin spellcasting should feel direct, practical, and heroic. Paladin spells protect allies, empower weapons, reveal evil, heal wounds, purify corruption, strengthen courage, and punish darkness.
A paladin does not need a hundred strange tricks.
A paladin needs the right miracle at the right moment.
Some excellent paladin spells for a Merlin-style character include Bless, Command, Cure Wounds, Detect Evil and Good, Divine Favor, Divine Smite, Heroism, Protection from Evil and Good, and Shield of Faith.
As Merlin grows stronger, spells such as Aid, Find Steed, Lesser Restoration, Magic Weapon, Zone of Truth, Revivify, Banishment, Aura of Life, Death Ward, Dispel Evil and Good, Greater Restoration, and Raise Dead become deeply thematic.
The important thing is to describe these spells through Merlin’s identity.
Bless is not just a numerical benefit. It is Merlin’s oath stabilising the hearts of his companions.
Command is not just a word of power. It is Imperium speaking through divine authority.
Shield of Faith is not just protection. It is invisible force and sacred light locking around an ally.
Zone of Truth is not just interrogation magic. It is the sacred pressure of the oath forcing lies to break.
Banishment is not just removal. It is Merlin rejecting a corrupted being from the sacred architecture of reality.
Divine Smite: The Paladin’s Signature Moment
No feature defines the paladin fantasy more powerfully than Divine Smite.
This is the moment where the weapon stops being merely physical.
The paladin strikes, and the blow becomes radiant judgement.
In play, Divine Smite gives the paladin terrifying burst damage. This means the paladin may not always deal the most damage every round, but when the right hit lands, the paladin can turn that moment into a decisive explosion of sacred power.
This is why paladins feel dramatic.
They wait.
They endure.
They advance.
They strike.
And when the enemy exposes itself, the paladin turns a weapon hit into divine punishment.
For Merlin, Divine Smite should be described as Oathwake blazing with white-gold force while Imperium locks the enemy in place for the smallest fraction of time. The sword falls. Radiant power erupts. The strike feels less like metal cutting flesh and more like the Cosmos agreeing that judgement has arrived.
A Merlin smite should feel cinematic, solemn, and terrifying.
Not wild.
Not chaotic.
Judgement does not rush.
Judgement descends.
Weapon Mastery: The Paladin Is Still a Trained Warrior
A paladin’s magic is spectacular, but do not forget the martial discipline beneath it.
The paladin is trained with weapons. The paladin is not a priest who picked up a sword yesterday. A paladin knows stances, guards, footwork, shield angles, reach, timing, pressure, and battlefield control.
For Merlin, this matters enormously.
Before Imperium awakened, before the black crystal pulsed, before the dreams of Kwasar ascension, Merlin trained until his palms bled. He learned swordplay, shieldwork, discipline, silence, hunger, and pain.
That training is why his power does not consume him immediately.
A weak-willed character with Imperium might become a monster.
A trained paladin with Imperium has a chance to become something greater.
The rule lesson is simple:
Do not play a paladin as only a spell battery.
Play him as a warrior whose magic crowns his discipline.
Fighting Style: Choosing the Paladin’s Combat Soul
A paladin’s fighting style helps define how the character feels in battle.
For Merlin, there are three especially strong directions.
The first is the sword-and-shield defender. This is the most fitting Merlin style. It makes him durable, iconic, and protective. He stands in front, shield raised, sword ready, oath burning behind his eyes.
The second is the great weapon ascendant. This version of Merlin is more aggressive, more dangerous, more openly hungry for glory. It fits a darker version of the character, one closer to the temptation of Malakar Voss.
The third is the blessed warrior mystic. This version emphasises sacred magic and divine signs. It makes Merlin feel more like a warrior-saint whose will manifests through miracles as much as weapon strikes.
For the Merlin of the Path of Ascension, the best choice is sword and shield.
Why?
Because his entire story is ambition restrained by oath.
The shield is the restraint.
Channel Divinity: Sacred Power Made Action
At higher levels, paladins gain Channel Divinity, allowing them to release divine power in focused ways.
For an oath-bound paladin, Channel Divinity should never feel like a random ability button. It should feel like the oath taking action through the character.
This is especially important for Merlin.
When he senses undead, fiends, desecrated relics, or corrupted places, he should not merely “detect” evil in a mechanical way. The world should change around him.
The black crystal on his gauntlet pulses.
The air becomes heavy.
Oathwake vibrates softly in its scabbard.
Small stones shift away from the corrupted source.
The holy symbol on his shield grows warm.
Merlin does not merely perceive evil.
He feels reality recoil.
That is how you make paladin mechanics feel like fantasy literature.
The Oath: The Soul of the Class
At level 3, a paladin chooses a sacred oath.
In the SRD, the available paladin subclass is Oath of Devotion, a classic oath of justice, honour, courage, protection, and righteousness.
For Merlin, this works beautifully as the rules foundation. Mechanically, he can be played as an Oath of Devotion Paladin. Narratively, however, his personal vow can be called the Ascendant Oath or Path of Ascension.
This lets the character remain compatible with SRD 5.2.1 while preserving the unique lore of the Tzion Universe.
Merlin’s personal oath can be written as three tenets:
Protect the small, even while seeking the infinite.
Master power, but never worship it.
Rise only if rising allows others to live.
These three lines are the key to playing Merlin well.
They turn his ambition into drama.
They give the Game Master ways to test him.
They give the player a compass.
Whenever Merlin faces a choice, ask:
Does this protect the small?
Does this master power, or worship it?
Does this rise help others live, or only help Merlin be remembered?
That is paladin roleplay at its best.
Extra Attack: Becoming a True Front-Line Threat
At level 5, paladins become far more dangerous because they gain the ability to attack more than once when they take the Attack action.
This is a major turning point.
Before this, Merlin is a promising holy warrior.
After this, Merlin becomes a serious battlefield champion.
A typical turn might look like this:
Merlin advances in heavy armour.
He raises his shield against incoming arrows.
He strikes once with Oathwake.
He strikes again.
When the second blow lands against a corrupted monster, he releases Divine Smite.
Radiant force detonates through the enemy.
If an ally falls nearby, Merlin turns, places one hand upon them, and restores them with Lay On Hands.
That is the paladin fantasy in one turn: attack, protect, heal, and judge.
Find Steed: The Paladin Becomes Mythic
A paladin’s steed is not just transportation.
It is a symbol.
The moment a paladin gains a sacred mount, the character enters the realm of legend. A knight with a divine steed is no longer just an adventurer. He becomes an image people remember from banners, songs, temple murals, and battlefield stories.
For Merlin, the steed should be deeply meaningful.
It could be an astral white warhorse with mirrored eyes.
It could be a mount born from the light of Aurelion Gate.
It could be a spectral guardian sent by the Astrals to test whether Merlin is ready for greater judgement.
It could be named Starwake, Aurelion, Vigilant, or Dawnmantle.
Later, if Merlin approaches true Kwasar ascension, the steed could evolve into something stranger and more cosmic. Not just a horse, but a being of motion, oath, and celestial geometry.
Mechanically, use the normal rules.
Narratively, make it unforgettable.
Aura of Protection: The Paladin’s Greatest Gift
The paladin’s aura is one of the most powerful and most important class features.
An aura means the paladin protects allies simply by being near them.
That is profound.
The paladin’s presence itself becomes a defence. Allies stand closer to the paladin and resist fear, poison, spells, curses, death, and despair more effectively. This is the class fantasy made mechanical.
A false champion wins alone.
A true paladin makes others harder to destroy.
For Merlin, this is the feature that best tests his dream of Kwasar ascension. If he wants to become a higher being, then the question is not only whether he can command more power.
The question is whether his presence elevates others.
Does Merlin make the world safer?
Do allies stand taller near him?
Do the weak survive because he is there?
If yes, then perhaps the Astrals may one day look upon him.
If no, then he is not ascending.
He is only rising above others.
And that is the beginning of tyranny.
Aura of Courage: Fear Breaks Against the Oath
At later levels, paladins can protect allies from fear.
This is not just a useful combat benefit. It is one of the most beautiful parts of the paladin fantasy.
Fear is one of the oldest weapons of darkness.
Monsters use fear.
Tyrants use fear.
Undead use fear.
Demons, fiends, cosmic horrors, and corrupted relics all use fear.
A paladin answers:
“No.”
When Merlin’s Aura of Courage awakens, allies should feel the difference. Their hands stop shaking. Their breath returns. Their memories of who they are become stronger than the monster in front of them.
The battlefield does not become safe.
But it becomes bearable.
That is what a paladin does.
He does not remove every danger.
He makes courage possible.
Radiant Strikes: When Every Blow Carries the Oath
At higher levels, paladin attacks become infused with radiant force.
This means the paladin’s weapon strikes are no longer ordinary even when the paladin is not using a major smite.
For Merlin, this is the point where Oathwake has truly begun to awaken. The blade no longer needs to flare only in moments of judgement. It now carries a constant memory of the oath.
Every strike leaves a line of pale-gold light.
Every parry rings like a chapel bell.
Every wound dealt to darkness seems to burn from within.
At this stage, Merlin should feel like a warrior whose body, weapon, and oath are becoming one.
He is not yet a Kwasar.
But he is no longer merely what he was.
Restoring Touch: The Paladin as Cleanser
At higher levels, the paladin’s healing becomes more than hit point restoration. The paladin can cleanse conditions and restore allies from terrible magical or physical afflictions.
For Merlin, this matters because his enemies are not merely wolves, bandits, or common monsters.
His enemies include Voidglass corruption, failed ascension, undead horrors, cosmic fear, charm, paralysis, spiritual collapse, and the influence of Malakar Voss.
Restoring Touch allows Merlin to become a true sacred cleanser.
He can place a hand on a stunned ally and call them back.
He can break a charm.
He can restore sight.
He can remove terror.
This is one of the greatest differences between a paladin and a simple warrior.
A fighter defeats the creature threatening the party.
A paladin also restores the people that creature tried to break.
Holy Nimbus: The Paladin at Mythic Height
At the highest levels, an Oath of Devotion paladin can become a living source of holy radiance.
For Merlin, this is almost the edge of Kwasar ascension.
His armour burns with white-gold light.
His shield shines like a small dawn.
Oathwake becomes a blade of radiant verdict.
His aura becomes sunlight.
Undead and fiends cannot stand near him without being judged by the force of his oath.
At this level, Merlin should feel like a mortal approaching the divine threshold.
He has not yet become a Kwasar.
But the Cosmos can no longer pretend not to see him.
This is the point where the Game Master can begin asking the greatest questions of the campaign.
Are the Astrals watching?
Do the Architects approve?
Is Goddark silent because Merlin is unworthy?
Or because the final test has not yet begun?
The Paladin’s Strengths
Paladins are powerful because they do many important things well.
They are durable. Heavy armour, shields, good hit points, and protective magic allow them to survive dangerous fights.
They hit hard. Divine Smite allows them to turn successful attacks into explosive moments of radiant damage.
They heal. Lay On Hands and healing spells allow them to save allies in critical moments.
They support. Bless, auras, protection spells, restoration magic, and defensive positioning make the whole party stronger.
They resist supernatural threats. Paladins are excellent against undead, fiends, curses, fear, charm, corruption, and evil magic.
They roleplay naturally. Because the paladin has an oath, the character always has a built-in source of drama, conflict, duty, and decision-making.
They feel heroic. Few classes create as many cinematic moments as the paladin.
A paladin can charge a demon, heal a dying ally, hold a bridge, expose a liar, bless the party, and smite a monster into radiant ruin.
That is why people love paladins.
The Paladin’s Weaknesses
Paladins are strong, but not perfect.
They can be resource-dependent. Smites and spells require limited resources. A paladin who spends everything too early may feel less impressive later in the adventuring day.
They can struggle at range. A classic sword-and-shield paladin is strongest in melee. Flying enemies, distant archers, and mobile spellcasters can be frustrating.
They need multiple abilities. Strength, Charisma, and Constitution are all important, which makes ability score choices difficult.
They are not full spellcasters. Paladins have magic, but they do not have the spell variety or high-level spell power of clerics, wizards, druids, or bards.
They can be morally challenging. The oath is powerful, but it can create tension. This is good for roleplay, but some players may find it restrictive if they want a completely flexible character.
They can become overconfident. Because paladins are durable and dramatic, players may charge into danger too quickly. A paladin is strong, but not immortal.
For Merlin, the greatest weakness is not mechanical.
It is spiritual.
His hunger for ascension can become pride. His desire to protect can become control. His wish to be remembered can become corruption. The same force that makes him heroic could one day make him terrifying.
That is the perfect paladin flaw.
How to Play a Paladin in Combat
In combat, a paladin should think like a guardian and a judge.
You are not always chasing the most damage.
You are asking where your presence matters most.
Stand near vulnerable allies when your aura matters.
Block enemies from reaching weaker party members.
Use your shield and armour to hold dangerous positions.
Save Divine Smite for important hits, especially against major enemies.
Use Lay On Hands when an ally is in real danger.
Use Bless or other support spells when the whole party benefits.
Do not waste all resources on weak enemies.
Force monsters to deal with you.
A strong paladin turn is not always flashy. Sometimes the best paladin turn is simply standing in the correct place, absorbing pressure, and making sure no one dies.
But when the decisive moment comes, the paladin should be terrifying.
The enemy commander steps forward.
The undead horror exposes its heart.
The fiend laughs.
The dragon lowers its head.
Then the paladin strikes.
And the table remembers why Divine Smite exists.
How to Play a Paladin Outside Combat
A paladin should matter outside battle.
In social scenes, a paladin can inspire trust, intimidate villains, negotiate with honour, expose corruption, or speak as the moral centre of the group.
In exploration, a paladin can sense supernatural danger, examine holy sites, carry light into darkness, guard the marching order, protect weaker companions, and make decisions when the party faces cursed objects or forbidden doors.
In mystery adventures, a paladin can be excellent because the class naturally cares about truth, corruption, and hidden evil.
For Merlin, outside-combat scenes should be especially powerful.
He can study ancient ruins for signs of failed ascension.
He can speak with priests about Goddark and the Astrals.
He can interrogate cultists of Malakar Voss.
He can comfort villagers who see him as both saviour and omen.
He can stand before sacred relics and wonder whether he is worthy to touch them.
A paladin should never become silent until initiative is rolled.
The oath should speak in every scene.
Roleplaying the Oath
The best paladin roleplay comes from treating the oath as real.
Do not make the oath a slogan.
Make it a burden.
A paladin should sometimes choose the harder road because the easier road would stain the soul. That does not mean the paladin must be foolish, rigid, or annoying to the party. A good paladin is not a moral policeman who ruins everyone’s fun.
A good paladin creates meaningful tension.
When the rogue wants to torture a prisoner, the paladin objects.
When the wizard wants to use a cursed relic, the paladin demands caution.
When the barbarian wants to burn the village to stop the plague, the paladin searches for another way.
When the villain surrenders, the paladin must decide whether justice means mercy, imprisonment, or execution.
For Merlin, the oath should constantly challenge his ambition.
Would he sacrifice an innocent life for a chance at ascension?
Would he use Voidglass if it made him stronger?
Would he accept power from Malakar Voss to defeat a greater enemy?
Would he lie to the Order of the Dawn Oath if the lie protected his path?
Would he save a rival candidate for Kwasar ascension?
These are the questions that make a paladin unforgettable.
Building Merlin as a Paladin
A strong SRD-compatible version of Merlin would look like this:
Class: Paladin.
Species: Human.
Primary abilities: Strength and Charisma.
Important secondary ability: Constitution.
Background: Soldier or Acolyte.
Subclass: Oath of Devotion as the rules foundation.
Lore oath: The Ascendant Oath or Path of Ascension.
Weapons: Longsword and shield.
Signature weapon: Oathwake.
Armour: Heavy armour, eventually plate.
Holy symbol: A rising star above an open hand.
Core theme: Ambition chained to mercy.
Sacred conflict: Does Merlin seek power to protect the Cosmos, or to be remembered by it?
This build keeps Merlin compatible with SRD 5.2.1 while allowing the lore of Tzion, Imperium, Kwasars, Astrals, Architects, and Goddark to remain unique.
Suggested Ability Scores for Merlin
Using a classic standard array approach, Merlin could begin with:
Strength 15
Charisma 14
Constitution 13
Wisdom 12
Dexterity 10
Intelligence 8
This creates a traditional paladin: strong, commanding, durable, perceptive enough, but not especially scholarly.
However, Merlin’s lore suggests that he studies forbidden chronicles, star-carved tablets, legends of failed ascension, and sacred cosmic history. For that reason, this alternative may suit him better:
Strength 15
Charisma 14
Constitution 13
Wisdom 12
Intelligence 10
Dexterity 8
This makes him less agile, but more fitting as a heavy-armoured seeker of divine knowledge.
He is not quick.
He is inevitable.
Merlin’s Imperium in Game Terms
Imperium is Merlin’s original lore power: the gift of telekinetic command.
It is not a normal paladin feature in the SRD, so it should be handled carefully if used in actual play.
The safest method is to treat Imperium as flavour. Merlin’s spells and abilities work normally, but their descriptions include telekinetic force.
When he casts Command, reality tightens around the target.
When he casts Shield of Faith, invisible pressure forms a protective field.
When he uses Divine Smite, Imperium holds the enemy in the instant before judgement.
When he uses Lay On Hands, the wound closes as golden force presses flesh, spirit, and life back into alignment.
A second method is to represent Imperium through approved spells, magic items, or features that already exist in the campaign.
A third method is to ask the Game Master for a small custom ability. For example, Merlin might be able to move a small unattended object, recall Oathwake to his hand, or push a creature with invisible force a limited number of times per Long Rest.
The key rule is simple:
Imperium should enhance the paladin.
It should not replace the paladin.
Merlin is not a wizard.
Merlin is not a sorcerer.
Merlin is a paladin whose oath is so intense that matter itself begins to listen.
Suggested Spell Themes for Merlin
Merlin’s spell choices should reinforce his identity.
Choose spells that feel like oath, protection, command, light, restoration, and judgement.
At early levels, focus on Bless, Command, Cure Wounds, Detect Evil and Good, Divine Favor, Heroism, Shield of Faith, and Divine Smite.
At middle levels, focus on Aid, Find Steed, Lesser Restoration, Magic Weapon, Zone of Truth, and Revivify.
At higher levels, spells like Banishment, Aura of Life, Death Ward, Dispel Evil and Good, Greater Restoration, and Raise Dead fit the image of Merlin as a cosmic defender.
The best Merlin spell list is not about maximum optimisation.
It is about identity.
Every spell should answer the question:
Does this make him feel like the Paladin Who Sought the Glory of the Kwasar?
The Paladin in the Three Pillars of Play
Fantasy roleplaying is often divided into three major kinds of play: combat, exploration, and social interaction.
The paladin contributes to all three.
In combat, the paladin is a front-line defender and burst-damage striker. He protects allies, survives punishment, heals the wounded, and smites important enemies.
In exploration, the paladin is a guardian and spiritual detector. He can sense corruption, survive dangerous places, protect the party during travel, and interpret sacred or cursed locations.
In social interaction, the paladin is a moral force. He can persuade, intimidate, inspire, judge, negotiate, and challenge deceit.
Merlin should be active in all three pillars.
In combat, he is Oathwake and shield.
In exploration, he is the seeker of lost shrines and failed ascensions.
In social scenes, he is the solemn voice asking whether power has a price.
Paladin Equipment and Visual Identity
A paladin’s equipment should tell a story.
For Merlin, ideal equipment includes:
A longsword named Oathwake.
A shield marked with the rising star and open hand.
Heavy armour of white steel, bronze-gold, and mirrored fragments.
A holy symbol tied to the Ascendant Oath.
A black crystal of Voidglass bound to his gauntlet.
A cloak from Aurelion Gate.
A prayer text or star-carved fragment containing legends of the Kwasars.
A warhorse or astral steed connected to the Dawn Oath.
Do not make Merlin look like a generic knight.
He should look like a sacred warrior standing halfway between medieval paladin and cosmic ascendant.
He is still human.
But the stars have begun to notice.
The Best Party Role for a Paladin
In a party, the paladin is often the anchor.
The paladin stands with the fighter and barbarian at the front, protects the cleric and wizard behind, gives the rogue opportunities to strike, and helps the whole party survive deadly saving throws through aura abilities.
The paladin is not always the party leader, but often becomes the moral centre.
This can be excellent, but it must be played with care. A paladin should inspire the party, not dominate it. The oath should create drama, not prevent everyone else from playing their characters.
Merlin should not constantly command his companions.
That would be the temptation of Imperium.
Instead, Merlin should lead by example.
When he kneels to heal a fallen ally, he leads.
When he refuses corrupt power, he leads.
When he admits his ambition frightens him, he leads.
When he stands alone before a monster so others can escape, he leads.
The paladin’s greatest authority is not volume.
It is sacrifice.
Common Mistakes When Playing a Paladin
The first mistake is playing the paladin as boringly perfect.
A perfect paladin is dull.
A worthy paladin is interesting.
Give your paladin flaws, doubts, fears, and temptations. Merlin is compelling because he is noble but not simple. He wants to protect the innocent, but he also wants glory. That tension gives him life.
The second mistake is wasting all smites too early. Divine Smite is powerful, but resources are limited. Save your strongest bursts for meaningful enemies.
The third mistake is ignoring support. A paladin is not only a damage dealer. Bless, Lay On Hands, auras, protection spells, and positioning can win battles.
The fourth mistake is becoming the party’s moral tyrant. A paladin should have principles, but the player should not use those principles to ruin the game for others.
The fifth mistake is forgetting the oath. If your paladin’s oath never affects decisions, then the character is only a warrior with radiant damage.
The sixth mistake is ignoring the shield. For Merlin especially, the shield is not just equipment. It is the symbol that his ambition remains chained to protection.
The Paladin’s Best Enemies
Paladins shine against enemies that challenge both body and soul.
Undead are classic paladin enemies because they represent corruption of death, desecration, and the refusal of natural rest.
Fiends are perfect enemies because they tempt, corrupt, deceive, and destroy.
Cursed knights mirror the paladin’s own possible fall.
Necromancers challenge the paladin’s relationship with life, death, and mercy.
Tyrants challenge the paladin’s relationship with law and justice.
Fallen angels or corrupted celestials challenge the paladin’s faith.
For Merlin, the greatest enemy is Malakar Voss, the Starless Usurper.
Malakar is terrifying because he represents the failed version of Merlin’s dream. He is not a random villain. He is the answer to the question Merlin fears most:
What if the desire to ascend becomes more important than the reason for ascending?
A great paladin villain should not only threaten the world.
He should threaten the paladin’s self-image.
The Paladin’s Greatest Story Arc
The best paladin story is not simply about becoming stronger.
It is about becoming worthier.
At low levels, Merlin is a trained warrior with a dangerous gift.
At middle levels, he becomes a true champion whose aura protects others.
At higher levels, he becomes a radiant force in the world, capable of cleansing, restoring, and judging supernatural evil.
At the highest levels, he stands near the threshold of myth.
But the final question is never “How much damage can he deal?”
The final question is:
What has power revealed about his soul?
If Merlin becomes stronger and more merciful, he approaches true ascension.
If he becomes stronger and more controlling, he approaches the path of Malakar Voss.
If he saves the weak even when no one will remember, he remains a paladin.
If he seeks only the gaze of the heavens, he may lose the ground beneath his feet.
That is the heart of the character.
Why Merlin Makes the Paladin Class Exciting
Merlin makes the paladin class exciting because he understands the central fantasy of the class and pushes it into epic territory.
He is not just a knight.
He is a mortal trying to become worthy of cosmic power.
He is not just holy.
He is tempted.
He is not just ambitious.
He is merciful.
He is not just strong.
He is afraid of being forgotten.
He is not just disciplined.
He is walking beside the edge of divine pride.
Every paladin needs a test.
Merlin’s test is ascension.
If he rises, will he become a guardian of the Cosmos?
Or will he become another warning carved into the ruins of failed glory?
That question makes him unforgettable.
Final Definition of the Paladin
A paladin is an oath-bound divine warrior: heavily armoured, trained in weapons, empowered by sacred magic, able to heal, smite, protect, detect evil, resist supernatural terror, and strengthen allies through divine presence.
Mechanically, the paladin is a front-line defender, burst-damage striker, emergency healer, and support champion.
Narratively, the paladin is a living vow.
The paladin is the character who proves that power must answer to purpose.
Merlin is the perfect example because he is not pure in an easy way. He is noble, but ambitious. Merciful, but hungry for glory. Faithful, but tempted by cosmic power. He protects the weak, but dreams of being chosen by the highest forces of the Tzion Universe.
He is human.
He is paladin.
He is ambition chained to oath.
He is mercy armed with power.
He is the warrior who does not merely ask the gods for strength.
He asks the Cosmos whether a mortal can become worthy of ascension.
And every time Merlin raises his shield, every time he heals the fallen, every time Oathwake burns with radiant judgement, the answer draws closer.
Not yet.
But perhaps.
Compatibility and Attribution
This guide is designed as fifth edition compatible fantasy roleplaying material.
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at D&D Beyond. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available HERE!
Merlin Player Guide
How to Play Merlin as a Paladin in a Fifth Edition Compatible Game
Merlin is not just a paladin.
Merlin is a paladin with a wound in his soul.
He is a human warrior of faith, discipline, ambition, sacred restraint and dangerous cosmic hunger. He wants to protect the weak, but he also wants to rise. He wants to serve the Cosmos, but he also wants the Cosmos to remember his name.
That is what makes him powerful at the table.
A normal paladin asks:
“Can I remain faithful to my oath?”
Merlin asks:
“Can I become more than human without becoming less than worthy?”
This guide explains how to integrate Merlin into a Dungeons & Dragons fifth edition compatible campaign using the SRD 5.2.1 Creative Commons rules as the foundation. Merlin should be playable, balanced, exciting, cinematic and faithful to his lore.
The most important rule is this:
Merlin’s story can feel cosmic, but his mechanics should remain fair.
His lore may speak of Imperium, Kwasars, Astrals, Architects, Goddark, Voidglass and ascension, but at the table those concepts must be translated into paladin class features, spells, equipment, roleplay choices, magic items and Game Master-approved flavour.
Core Character Concept
Merlin is a Human Paladin whose sacred path is known in lore as the Path of Ascension.
In rules terms, the cleanest SRD-compatible version is:
Class: Paladin
Species: Human
Subclass: Oath of Devotion
Lore Oath: The Ascendant Oath
Background: Soldier or Acolyte
Primary Abilities: Strength and Charisma
Main Weapon: Longsword
Main Defence: Shield and heavy armour
Signature Weapon: Oathwake
Signature Power: Imperium, represented through spell flavour and limited approved mechanics
Companion: Otherworldly Steed from Find Steed
Main Conflict: Protection versus glory
The SRD paladin already gives the right foundation: Lay On Hands, Spellcasting, Weapon Mastery, Fighting Style, Divine Smite, Channel Divinity, Extra Attack, Faithful Steed, Aura of Protection, Aura of Courage, Radiant Strikes and Restoring Touch all fit Merlin perfectly. The SRD also states that Oath of Devotion paladins are bound to justice and order, with tenets such as keeping one’s word, protecting the weak and acting as an example. That matches Merlin’s original identity very well.
His lore oath can be written like this:
Protect the small, even while seeking the infinite.
Master power, but never worship it.
Rise only if rising allows others to live.
That is Merlin.
Recommended Starting Level
Merlin works at several starting levels, but each level creates a different version of him.
At level 1, Merlin is a young paladin of Aurelion Gate. He has discipline, armour, Lay On Hands, basic spellcasting and Weapon Mastery. Imperium has either not awakened yet or only appears as minor flavour.
At level 3, Merlin becomes fully defined. He gains Channel Divinity and his subclass. This is the best level if you want Merlin to begin as the true “Ascendant Oath” paladin. The SRD says the paladin gains Channel Divinity and subclass at level 3, and Divine Sense lets the paladin detect Celestials, Fiends, Undead and consecrated or desecrated places or objects.
At level 5, Merlin becomes cinematic. He gains Extra Attack and Faithful Steed. This is the best starting level if you want him to feel like the fully usable tabletop hero from the lore: sword, shield, smite, steed, oath and battlefield presence. The SRD gives paladins Extra Attack and Faithful Steed at level 5.
At level 6, Merlin becomes a true party protector because Aura of Protection comes online. This is where he stops being only a strong warrior and becomes a living shield for the group.
Best recommendation:
Start Merlin at level 3 for story campaigns.
Start Merlin at level 5 for heroic one-shots.
Start Merlin at level 6 if the campaign already has powerful threats and you want him to feel like an established champion.
Character Sheet: Level 1 Merlin
Name: Merlin
Species: Human
Class: Paladin 1
Background: Soldier or Acolyte
Alignment: Lawful Good, Neutral Good, or Lawful Neutral
Sacred Path: Path of Ascension
Rules Subclass: Not chosen yet
Armour: Chain Mail
Shield: Yes
Weapon: Longsword
Backup Weapon: Javelins or Mace
Holy Symbol: Rising Star Above an Open Hand
Trinket: Black Voidglass Crystal Fragment
Role: Front-line defender and emergency healer
Suggested Ability Scores before background increases:
Strength 15
Charisma 14
Constitution 13
Wisdom 12
Intelligence 10
Dexterity 8
This version of Merlin is strong, solemn, charismatic, durable and slightly scholarly. He is not agile. He is a heavy-armoured warrior of purpose.
At level 1, Merlin has three key identities.
First, he can fight. He uses longsword, shield and armour.
Second, he can heal. Lay On Hands gives him a healing pool equal to five times his paladin level, replenishing after a Long Rest.
Third, he is already sacred. His spellcasting and oath identity should be described as disciplined prayer, not wizardry.
At this stage, Imperium should not yet be a major power. It can appear as subtle flavour: a loose chain trembles when Merlin is angry, his sword hums when he prays, dust circles his gauntlet during Lay On Hands, or the Voidglass crystal pulses near evil.
Do not give him strong telekinesis at level 1 unless the Game Master wants a homebrew campaign.
Character Sheet: Level 3 Merlin
Name: Merlin
Species: Human
Class: Paladin 3
Subclass: Oath of Devotion
Lore Oath: Ascendant Oath
Armour: Chain Mail or Splint if available
Weapon: Oathwake, treated as a longsword
Shield: Rising Star Shield
Holy Symbol: Mounted on shield or gauntlet
Role: Defender, smiter, moral centre, supernatural detector
At level 3, Merlin becomes the real character from the lore.
He has:
Lay On Hands
Spellcasting
Weapon Mastery
Fighting Style
Divine Smite
Channel Divinity
Divine Sense
Oath of Devotion features
The Oath of Devotion can be presented in the story as the Ascendant Oath. This keeps the rules clean while making Merlin feel unique. The SRD Oath of Devotion includes tenets of promise, protection and honourable example, and grants oath spells such as Protection from Evil and Good, Shield of Faith, Aid and Zone of Truth at the appropriate levels.
Merlin’s level 3 identity should feel like this:
He is still mortal.
He is still learning.
But his oath has begun to answer him.
When he uses Divine Sense, do not describe it as “Merlin detects undead.”
Describe it like this:
The air becomes still. Oathwake vibrates in its scabbard. The Voidglass crystal on his gauntlet pulses once, like a black heart. Merlin turns his head toward the desecrated chapel and whispers, “Something here has broken faith with creation.”
That is how you make mechanics feel like Merlin.
Character Sheet: Level 5 Merlin
Name: Merlin
Species: Human
Class: Paladin 5
Subclass: Oath of Devotion
Armour: Splint or Plate if the campaign allows it
Weapon: Oathwake, longsword
Shield: Rising Star Shield
Companion: Otherworldly Steed
Role: Heroic front-line champion
Level 5 is the best “tabletop ready” Merlin.
He now has Extra Attack and Faithful Steed. Extra Attack lets him attack twice when he takes the Attack action, and Faithful Steed means he always has Find Steed prepared and can cast it once per Long Rest without spending a spell slot.
This is the level where Merlin becomes cinematic.
A typical Merlin turn:
Merlin advances in heavy armour.
He attacks once with Oathwake.
He attacks again.
If the second strike hits a major enemy, he casts Divine Smite.
Radiant force erupts through the blade.
If an ally is dying, he moves to them and uses Lay On Hands.
If the battlefield is wide, he calls his steed and becomes a mounted paladin of ascension.
This is the first level where he truly feels like the miniature, the lore, the paladin archetype and the rules all working together.
Character Sheet: Level 6 Merlin
At level 6, Merlin gains Aura of Protection.
This is one of the most important features for the character. The SRD describes Aura of Protection as a protective aura that gives Merlin and allies within it a bonus to saving throws equal to his Charisma modifier.
For Merlin, this is not just a rule.
This is the answer to his spiritual question.
A false ascendant dominates others.
A true paladin strengthens them.
When allies stand near Merlin, they resist fear, poison, spells, curses and despair more effectively. In story terms, his oath stabilises the souls around him.
Describe it like this:
Those who stand close to Merlin feel their breath steady. The terror does not disappear, but it loses authority. His shield glows faintly, and the symbol of the rising star becomes warm with restrained light. Around him, courage becomes easier to remember.
This is Merlin at his best.
Not commanding others.
Protecting them.
Merlin’s Weapons
Merlin’s primary weapon should be Oathwake.
Rules version:
Longsword.
Damage and properties as normal for a longsword.
Can be used one-handed with shield or two-handed when needed, if the table uses the standard versatile style.
Narrative version:
Oathwake is the sword Merlin carried from Aurelion Gate. It is not only a blade; it is a test. When Merlin is disciplined, the weapon feels light, precise and loyal. When Merlin is proud or angry, the blade becomes heavy, as if refusing to serve corruption.
At low levels, Oathwake is nonmagical.
At mid levels, Oathwake can become a +1 weapon if the Game Master allows it.
At high levels, Oathwake can become a more powerful magic weapon.
At legendary levels, Oathwake could become a Holy Avenger. The SRD Holy Avenger is a legendary weapon requiring attunement by a paladin; it grants a +3 bonus to attack and damage rolls, deals extra radiant damage to Fiends and Undead, and creates an aura that helps friendly creatures against spells and magical effects.
That is perfect for Merlin’s final form.
Suggested progression:
Levels 1–4: Oathwake is a normal longsword.
Levels 5–10: Oathwake becomes a +1 magic longsword.
Levels 11–16: Oathwake becomes Oathwake Ascendant, a rare or very rare weapon with radiant flavour.
Levels 17–20: Oathwake becomes a Holy Avenger-style legendary weapon, if the campaign is epic enough.
Important balance note:
Do not give Merlin a Holy Avenger at level 1. It should be earned through story, trial, sacrifice and judgement.
Merlin’s Shield
Merlin’s shield is almost as important as his sword.
Rules version:
Shield.
Provides normal shield benefits.
May later become a magic shield if the Game Master allows it.
Narrative version:
The shield bears Merlin’s sacred symbol: a rising star above an open hand.
The star means ascension.
The hand means restraint.
Together they mean:
Power must remain in service to protection.
At early levels, this is a normal shield.
At mid levels, it could become a Shield +1.
At high levels, it might grant limited protection from fear, charm or necrotic influence, but only if the Game Master approves.
Suggested name:
The Rising Hand.
Alternative names:
Aurelion Shield.
The Open Star.
The Dawnward.
The Shield of the Unrisen Kwasar.
The shield should visually remind the player that Merlin is not a reckless glory-seeker. He is a protector first.
If Merlin ever abandons the shield to chase pure damage and glory, that can become a roleplay moment.
Merlin’s Armour
Merlin should wear heavy armour.
At level 1, chain mail is ideal.
Later, splint or plate armour fits him perfectly.
Visually, his armour should be white steel with bronze-gold details, marked by mirrored fragments from the glass deserts of Syrath. It should not look evil, but it should not look innocent either. Merlin is radiant, but dangerous.
Possible armour progression:
Level 1: Chain Mail of Aurelion Gate.
Levels 3–5: Splint Armour of the Dawn Oath.
Levels 6–10: Plate Armour of the Ascendant Oath.
Levels 11+: Magic Plate, possibly with resistance or radiant-themed effects.
The armour should never feel like decoration. It is the weight of his oath.
Every time Merlin puts it on, he is choosing the burden again.
Merlin’s Holy Symbol
Merlin’s holy symbol should be the Rising Star Above the Open Hand.
It can be engraved on:
His shield.
His gauntlet.
His sword pommel.
A medallion beneath his armour.
The cover of a prayer book.
Mechanically, it works as his holy symbol/spellcasting focus.
Narratively, it represents the entire character.
The star is what he wants.
The hand is what keeps him worthy.
Merlin’s Spells
Merlin’s spell selection should reinforce his identity: protection, command, judgement, restoration and ascension.
The SRD paladin spell list includes spells such as Bless, Command, Cure Wounds, Detect Evil and Good, Divine Favor, Divine Smite, Heroism, Protection from Evil and Good, Shield of Faith, Aid, Find Steed, Magic Weapon, Zone of Truth, Revivify, Banishment, Death Ward, Dispel Evil and Good, Greater Restoration and Raise Dead.
Best Merlin spells by theme:
Bless
Merlin strengthens others through sacred discipline. Describe it as his aura tightening around the party like invisible armour.
Command
This is one of the best spells for representing Imperium. When Merlin says “Kneel,” “Flee,” “Halt,” or “Drop,” it feels like his will pressing against the target.
Cure Wounds
This represents mercy. Merlin places a gauntleted hand over the wound and forces life to remain.
Detect Evil and Good
This fits his role as hunter of corruption, failed ascensions and Voidglass influence.
Divine Smite
This is Oathwake becoming judgement.
Heroism
This fits Merlin’s conflict with fear, glory and worthiness.
Shield of Faith
This is Imperium as invisible protection.
Aid
This represents Merlin elevating allies, not just himself.
Find Steed
This gives Merlin his sacred companion.
Magic Weapon
This can represent Oathwake awakening.
Zone of Truth
This is essential because Merlin’s story is built on truth: does he seek ascension to serve, or to be remembered?
Revivify
At higher levels, Merlin becomes the one who refuses to let death take an ally too early.
Banishment
Perfect against cosmic corruption and failed ascension beings.
Death Ward
A solemn vow placed upon an ally: “Not this day.”
Greater Restoration
The cleansing of deep corruption.
Raise Dead
At late levels, Merlin’s mercy becomes mythic.
Divine Smite as Imperium
Merlin’s Divine Smite should not look generic.
Normal paladin smite:
The sword glows and hits hard.
Merlin’s smite:
Oathwake moves with terrifying precision. For one heartbeat, Imperium locks the enemy’s body, armour, shadow or weapon in place. Radiant force gathers along the blade. Merlin strikes, and the impact feels like the judgement of an oath made physical.
Do not change the rules unless the Game Master allows it.
The smite still works as Divine Smite.
Only the description changes.
This is the cleanest way to integrate Imperium without creating balance problems.
How to Use Imperium Without Breaking the Game
Imperium is Merlin’s telekinetic command power.
It is original lore, not a standard paladin feature, so it should be integrated carefully.
There are three safe levels of implementation.
Option 1: Pure Flavour
This is the safest and most recommended method.
Imperium does not add new mechanics. It only changes descriptions.
Examples:
Command is described as telekinetic authority.
Shield of Faith is described as invisible pressure.
Divine Smite is described as radiant telekinetic force.
Magic Weapon is described as Oathwake responding to Merlin’s will.
Lay On Hands is described as sacred force closing wounds.
Divine Sense is described as matter becoming disturbed near corruption.
This keeps Merlin fully SRD-compatible.
Option 2: Minor Utility Feature
The Game Master may allow a small non-combat Imperium effect.
Suggested rule:
Merlin can move, lift, pull, push or manipulate a small unattended object within 30 feet, as long as it weighs no more than 10 pounds. This cannot attack, restrain, disarm, unlock complex mechanisms automatically or replace a spell.
This is mostly for flavour.
Examples:
Pulling Oathwake across a room after combat.
Closing a chapel door.
Lifting a key from a table.
Making the Voidglass crystal hover during prayer.
This gives Merlin identity without overpowering him.
Option 3: Limited Combat Feature
Only use this if the Game Master wants Merlin to feel more unique.
Suggested homebrew feature:
Imperium Pulse.
As a Bonus Action, Merlin targets one creature he can see within 30 feet. The target must make a Strength saving throw against Merlin’s spell save DC. On a failure, Merlin either pushes the target 10 feet, pulls it 10 feet, or forces it to drop one nonmagical object it is holding. Merlin can use this feature a number of times equal to his Proficiency Bonus per Long Rest.
Balance warning:
This is not official SRD paladin material. It is optional homebrew.
The safest version remains flavour only.
Merlin’s Companion: The Otherworldly Steed
Merlin’s companion should come from Find Steed.
The SRD Find Steed spell summons an otherworldly being that appears as a loyal steed. It can resemble a Large rideable animal such as a horse, camel, dire wolf or elk, and the caster chooses whether it is Celestial, Fey or Fiend. In combat, it is an ally, shares the paladin’s Initiative count and functions as a controlled mount while ridden.
For Merlin, the best choice is Celestial.
Why?
Because Merlin is a paladin of ascension, sacred order and cosmic judgement. A Celestial steed feels like a sign that the Astrals may be watching.
Recommended companion:
Name: Starwake
Form: White astral warhorse
Type: Celestial
Appearance: White coat, mirrored eyes, faint gold light beneath the skin, hooves that leave sparks of pale radiance
Personality: Silent, loyal, noble, watchful
Symbolism: Merlin’s path toward ascension
Alternative forms:
A white elk with antlers like crescent moons.
A dire wolf of silver fur and golden eyes.
A wingless astral lion, if the Game Master allows the visual form while keeping the official stat block.
A camel-like celestial mount for desert campaigns, especially Syrath.
The SRD Otherworldly Steed stat block includes useful traits such as Life Bond, and its special options depend on whether it is Celestial, Fey or Fiend. The Celestial version has Healing Touch, which fits Merlin’s mercy theme beautifully.
Best Merlin companion choice:
Starwake, Celestial Otherworldly Steed.
Companion Roleplay
Starwake should not be treated like a normal horse.
It should feel like a silent witness.
Starwake appears when Merlin renews his oath, when he prepares for a sacred journey, or when the party enters a place of cosmic importance.
It does not talk constantly.
It watches.
It judges.
It protects Merlin when he falls.
If Merlin acts with mercy, Starwake becomes calm and radiant.
If Merlin acts from pride, Starwake refuses to approach immediately, lowers its head, or stares at him with mirrored eyes.
This makes the companion part of Merlin’s moral arc.
Starwake is not just transport.
Starwake is a mirror.
Optional Familiar or Small Animal Companion
Paladins do not normally gain Find Familiar through their class, but if the Game Master allows a magic item, feat, story blessing or multiclass option, Merlin could have a smaller companion too.
The SRD Find Familiar spell allows a spirit to take animal form, such as a raven, owl, cat, hawk, spider or other CR 0 beast, and the familiar can communicate telepathically within range, act independently and deliver touch spells, though it cannot attack.
For Merlin, the best familiar would be:
Name: Noctivar
Form: Raven
Type: Celestial or Fey
Role: Scout, omen-bearer, silent watcher
Symbolism: The warning that ascension can become darkness
However, this should be optional.
Merlin already has a steed through paladin rules. A familiar should only be added if the Game Master wants a more mystical version of the character.
Magic Items for Merlin
Magic items should be earned gradually.
Merlin should not begin with too many powerful items. His story is about worthiness. Every item should feel like a reward, a test or a relic.
Low-Level Items
At levels 1–4, keep items simple.
Possible items:
Holy Symbol of the Rising Hand.
Voidglass Fragment.
Prayer Book of Aurelion Gate.
Cloak of the Dawn Oath.
Oathwake as a normal longsword.
Chain Mail of Aurelion Gate.
These can be mostly narrative.
The Voidglass Fragment should not grant raw power early. It should create tension. It pulses near corruption, whispers during moments of ambition, or reacts when Merlin uses Imperium.
Mid-Level Items
At levels 5–10, Merlin can begin receiving real magic items.
Possible items:
Oathwake +1.
Shield +1.
Amulet of sacred protection.
Gauntlet of Imperium, allowing very limited object manipulation.
Plate Armour of the Ascendant Oath.
Helm of Telepathy is thematically interesting because Merlin’s Imperium relates to mental command. The SRD Helm of Telepathy allows telepathy within a range and lets the wearer cast Detect Thoughts or Suggestion from the helm, with limits.
For Merlin, reflavour it as:
The Mind-Crown of Syrath.
But be careful: telepathy and Suggestion can push Merlin toward control. That is excellent for story, but the player must use it responsibly.
High-Level Items
At levels 11–16, Merlin can carry stronger relics.
Possible items:
Oathwake +2.
Shield of the Rising Star.
Plate Armour of Radiant Command.
Helm of Brilliance, if the campaign wants a radiant, anti-undead, light-bearing relic. The SRD Helm of Brilliance includes radiant effects against undead and the ability to ignite a weapon with flame, among other powers.
This could be reflavoured as:
The Crown of Aurelion Fire.
Legendary Item
At levels 17–20, Merlin’s final weapon should be a Holy Avenger-style Oathwake.
The SRD Holy Avenger is ideal for a high-level paladin because it requires paladin attunement, gives a +3 bonus, deals extra radiant damage to Fiends and Undead, and creates a protective emanation for friendly creatures.
For Merlin, call it:
Oathwake, the Unrisen Star.
Or:
Oathwake, Blade of the Ascendant Dawn.
This should not simply be found in a chest.
It should awaken after Merlin passes a major test:
He chooses mercy over glory.
He refuses Malakar Voss.
He saves a rival.
He sacrifices a chance at ascension to protect the weak.
Then Oathwake becomes worthy of him because he has become worthy of it.
The Voidglass Crystal
The Voidglass crystal is one of Merlin’s most important lore items.
It should be dangerous.
It should not be a simple power-up.
Possible early function:
The crystal reacts to corruption, failed ascension, undead, fiends or desecrated places.
Possible mid-level function:
Once per Long Rest, the crystal allows Merlin to enhance a Command spell visually, or gain advantage on a check related to failed ascension, cosmic corruption or Voidglass lore.
Possible danger:
Whenever Merlin uses the Voidglass for selfish ambition, the Game Master may mark a corruption point.
Corruption points should not immediately punish the player. They should create story consequences.
Examples:
Merlin hears Malakar Voss whisper.
Starwake refuses to approach.
Oathwake feels heavier.
Merlin’s reflection shows him crowned in black light.
A celestial shrine grows cold when he enters.
This makes Voidglass a temptation, not just an item.
Merlin’s Background
The best two SRD-compatible backgrounds are Soldier and Acolyte.
Choose Soldier if you want Merlin to feel like a trained warrior of Aurelion Gate. This version emphasises discipline, command, formation fighting, armour, endurance and battlefield experience.
Choose Acolyte if you want Merlin to feel more sacred, ceremonial and temple-raised. This version emphasises prayer, religious knowledge, divine service, sacred duties and spiritual training.
Best recommendation:
Use Soldier for the character sheet.
Use Acolyte flavour in the story.
That means Merlin was trained as a warrior, but raised within a fortress-sanctuary where faith and discipline were inseparable.
Merlin’s Skills
Merlin’s best skills are:
Athletics.
Persuasion.
Intimidation.
Religion.
Insight.
Perception.
Athletics represents his physical training.
Persuasion represents his sacred authority.
Intimidation represents the pressure of Imperium and his battlefield presence.
Religion represents his oath, Goddark, the Astrals, the Architects and sacred rites.
Insight represents his ability to judge motives.
Perception represents his guardian instinct.
For a more scholarly Merlin, add History or Arcana if the Game Master allows it through background or campaign options.
How Merlin Fights
Merlin’s combat style is controlled, not reckless.
He should not fight like a barbarian.
He should not dance around like a rogue.
He should not stay at the back like a wizard.
Merlin advances.
He holds the line.
He chooses the enemy that matters.
He protects the fragile.
He saves his smite for the moment when judgement matters.
His basic combat priorities:
Protect allies first.
Engage dangerous melee enemies.
Use Bless or Shield of Faith when defence matters.
Use Divine Smite against major enemies.
Use Lay On Hands to rescue allies from collapse.
Stay close enough for Aura of Protection to matter.
Use Find Steed for mobility, pursuit and heroic battlefield positioning.
If playing with Imperium flavour, describe his movements as controlled pressure. His sword is not wild. His shield does not shake. Broken stones may tremble around him, but he does not lose focus.
Merlin should feel like a storm forced into the shape of a knight.
How Merlin Uses Smite
Merlin should not smite every weak enemy.
That wastes the drama.
Use Divine Smite when:
A major villain is exposed.
An undead or fiend must be destroyed.
An ally is in danger and the enemy must fall now.
Merlin lands a critical hit.
The story moment deserves radiant judgement.
Describe the smite with weight:
Merlin does not shout.
He whispers the oath.
Oathwake ignites.
Imperium holds the enemy still.
Radiance descends through steel.
The blow lands like a sentence.
How Merlin Heals
Merlin’s healing should feel solemn.
He does not heal casually. He heals as an act of defiance against death, corruption and despair.
When using Lay On Hands:
Merlin removes his gauntlet or presses the glowing palm of the gauntlet directly to the wound.
The symbol of the Rising Hand shines.
The wound closes under invisible pressure.
The ally hears, perhaps only in their mind:
“Rise. Your oath is not finished.”
Mechanically, Lay On Hands works normally.
Narratively, it should feel like mercy made physical.
At higher levels, Restoring Touch allows Merlin to remove major conditions through Lay On Hands by spending points from the healing pool. The SRD lists conditions such as Blinded, Charmed, Deafened, Frightened, Paralyzed and Stunned.
For Merlin, this is perfect against Voidglass corruption, Malakar’s influence and failed ascension horrors.
How Merlin Roleplays
Merlin should be played with restraint.
He does not need to speak constantly.
He should speak when the oath matters.
His personality pillars:
Disciplined.
Respectful.
Intense.
Merciful.
Ambitious.
Secretly afraid of being forgotten.
Dangerously curious about divine power.
Protective toward the weak.
Uncomfortable around false humility.
Tempted by relics of ascension.
He should not be played as a saint with no flaws.
His flaw is central:
He wants to be chosen.
That is not automatically evil. It is human. But it is dangerous.
Good Merlin roleplay lines:
“I do not seek power for its own sake. I seek what power may defend.”
“A sword is clean only when the hand that guides it remains worthy.”
“Glory is not the enemy. Vanity is.”
“If I rise, others must rise in my shadow, not kneel beneath it.”
“I fear no monster as much as the man I could become.”
How to Integrate Merlin into a Campaign
There are several easy ways to bring Merlin into a D&D campaign.
Option 1: Merlin as a Player Character
This is the main option.
Merlin joins the party as a paladin from a distant fortress-sanctuary. He may be searching for relics of ascension, signs of failed Kwasars, Voidglass corruption or servants of Malakar Voss.
His personal quest should not dominate every session, but it should create recurring moments.
Every few adventures, the Game Master can introduce:
A desecrated shrine.
A Voidglass fragment.
A celestial omen.
A failed paladin.
A corrupted champion.
A whisper from Malakar.
A vision of the Astrals.
Option 2: Merlin as an NPC Ally
If the players already have characters, Merlin can be introduced as an allied paladin.
He might appear to help them against undead, guard a sacred relic, or warn them about a cosmic corruption spreading beneath the campaign’s main plot.
As an NPC, Merlin should not solve everything.
He should inspire, protect, and create mystery.
Option 3: Merlin as a Mentor
An older Merlin could train a new paladin character.
He teaches:
Restraint.
Oath discipline.
How to resist corruption.
How to use power without worshipping it.
This version works beautifully if another player wants to become a paladin of the Ascendant Oath.
Option 4: Merlin as a Fallen Warning
A darker campaign could show Merlin later in life, close to falling.
The party meets him when his desire for ascension has become dangerous. He is still noble, but too willing to sacrifice. Too willing to control. Too convinced that only he can save the world.
This version turns Merlin into a tragic mirror.
He is not evil.
Not yet.
And that is what makes him frightening.
Campaign Hooks for Merlin
The Voidglass Chapel:
A village chapel has begun floating stone by stone into the air. Merlin senses that the place has been touched by failed ascension. Inside waits a fragment of Voidglass and a message from Malakar Voss.
The Trial of the Starless Road:
Merlin dreams of a road beneath a sky with no stars. The party must cross a cursed desert where every character sees the person they might become if power corrupts them.
The Fallen Candidate:
A former paladin attempted ascension and failed. Now they hunt divine relics, believing Merlin will make the same mistake.
The Silent Steed:
Starwake refuses to be summoned. Merlin must discover what act, doubt or temptation has damaged the bond.
The Astral Witness:
A celestial being appears, not to bless Merlin, but to observe him. The party must complete an adventure while knowing every choice is being judged.
The Offer of Malakar:
Malakar Voss offers Merlin a shortcut: more power, stronger Imperium, faster ascension. The price seems small at first.
It is not.
Keeping Merlin Balanced
Merlin can feel epic without being unfair.
To keep him balanced:
Use normal paladin rules as the foundation.
Make Imperium mostly descriptive.
Do not give powerful magic items too early.
Let Oathwake evolve slowly.
Make Voidglass tempting but dangerous.
Use Find Steed normally.
Let the Game Master approve any custom mechanics.
Do not let Merlin’s story dominate the whole party.
Remember that Merlin is part of a group. His aura protects others. His oath is meaningful because other characters exist beside him.
The best Merlin does not make the party smaller.
He makes the party feel like they are standing beside someone destined for myth.
Merlin’s Level Progression as Story
Levels 1–4:
Merlin is the sworn warrior. He is disciplined, faithful and beginning to awaken. Imperium appears as signs and flavour.
Levels 5–10:
Merlin becomes the battlefield champion. He gains Extra Attack, Faithful Steed, Aura of Protection and Aura of Courage. He is now a true guardian.
Levels 11–16:
Merlin becomes radiant. His strikes carry supernatural power, and Restoring Touch allows him to cleanse deep conditions. His conflict with Voidglass and Malakar should intensify.
Levels 17–20:
Merlin approaches myth. His magic reaches its highest paladin expression, Oathwake may become legendary, and Holy Nimbus becomes the visual threshold of Kwasar ascension. Oath of Devotion’s Holy Nimbus empowers the paladin’s aura with holy power, granting benefits against Fiends and Undead and radiant damage to enemies within the aura.
At this stage, the question is no longer whether Merlin is strong.
The question is whether he is worthy.
Final Playstyle Summary
To play Merlin well, remember this:
You are not just playing a paladin.
You are playing a man trying to become worthy of divine attention.
In combat, stand at the front.
In danger, protect the weak.
When evil reveals itself, smite with purpose.
When allies fall, heal without hesitation.
When corruption whispers, listen only long enough to understand what must be refused.
When power comes easily, distrust it.
When glory calls, ask who benefits from your rising.
Merlin is sword and shield.
Mercy and judgement.
Ambition and restraint.
A mortal walking toward a divine fire.
If he remains worthy, he may become a legend.
If he fails, he may become the very warning he once feared.