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Muspel are tall beastial humanoids from Muspelheim.


Ability Score Increase +1 Dex
Size Medium
Speed 30 ft.

Muspel Resilience: You have resistance to radiant damage and advantage on saves against effect caused by light based attacks, such as blindness. You don't need to sleep, and don't suffer exhaustion from lack of rest. Magic can't put you to sleep.

Black Soul: Choose a beast that has a CR less than 1 and is Small, Medium or Large. Long ago this was your soul twin, now you are one. On your turn, you can shift as a bonus action. You can take the form of a beast or an Álf. As an Álf you lose your Primal Abilities. As a beast your statistics stay the same, except you gain the new form's speed, size, natural attacks and any special senses. Any equipment you are wearing or carrying isn't transformed. Maintaining your form requires concentration. You revert to your true form if you die or if you stop concentrating as a bonus action.

Languages. Muspel, Trade

There are six subraces of Muspel


Ability Score Increase +2 Con
Size Medium
Speed 30 ft.

Tough: You have proficiency in Athletics.

Primal Hide: You have a thick hide. If you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Primal Size: You count as one size larger when determining your carrying capacity and the weight you can push, drag, and lift.


Ability Score Increase +1 Dex, +1 Cha
Size Medium
Speed 35 ft.

Graceful: You have proficiency in Acrobatics.

Primal Speed: Your walking speed is increased by 5 feet.

Primal Escape: You can take the disengage action as a bonus action.


Ability Score Increase +1 Dex, +1 Con
Size Medium
Speed 30 ft.

Graceful: You have proficiency in Acrobatics.

Primal Flight: You have a flying speed of 30 feet. You can't be wearing medium or heavy armor in order to fly. You also must not be holding anything in your hands.


Ability Score Increase +2 Str
Size Medium
Speed 30 ft.

Fierce: You have proficiency in Intimidation.

Primal Claws: Your have claws as a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. If you off hand is free and you attack with a melee weapon on your turn you may claw as a bonus action, unless you have some class feature you may not add you ability modifier to this attack.

Primal Eyes: You bestial eyes grant you darkvision out of 60 ft.


Ability Score Increase +2 Wis
Size Medium
Speed 30 ft.

Natural Tracker: You have proficiency in Survival.

Primal Scent: As a bonus action, you mark one creature within 10 feet that you can see. Until the end of your next long rest, your proficiency bonus is doubled for any check made to track it, and you always know the creature's location if it's within 60 feet of you. You can't use this trait again until you finish a short or long rest.

Primal Senses: You have advantage on Perception checks.


Ability Score Increase +1 Str, +1 Con
Size Medium
Speed 30 ft.

Primal Fire: You can use your action to exhale fire in a 15-foot cone, each creature in the area must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon you must wait 30 seconds, or 5 rounds, before using it again.

Primal Resistance: You have resistant to fire damage.

Primal Form: Use giant lizard as your base for beast form.


Genetic Ancestor(s)
Scientific Name
merkus proditores
Average Height
6-7 ft.
Average Weight
90-130 lbs.

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