The Mul: A half-human, half-dwarf race from Dark Sun

Aldath
2025-11-09T20:02:44Z

I have been working on adapting the Mul from AD&D 2e's Dark Sun into my general AD&D 1e campaign to coincide with the deletion of gnomes (they deserve it). I chose to not simply take them 1:1 since even the dwarf has different mechanics in Dark Sun. I took into consideration what the dwarf is good at, as well as how the half-elf and elf relate, and tried to model it in the same way.

What I'd like is opinions from people with experience in the pre-WotC editions of D&D that are pre-disposed to picking demi-humans on whether the mul is something they'd pick.

Note that the Runecaster is a Fighter subclass from a 2e supplement that I've ported back and the Occultist is a personal creation that combines the cleric and magic-user with additional abilities in the way that the 1e bard does with the fighter and thief.

Requires Strength 8 and Constitution 6

Gains +1 to Strength and -1 to Charisma

Gains +1 to poison saves per 4 points of Constitution

Can detect certain aspects of stonework within 10'

At 30%, detects grade/slope, new construction/passage, moving walls/rooms

At 25%, detects traps relating to pits, falling blocks, etc. as well as approximate depth underground

Thief adjustments as follows

-5 to Open Locks and Read Languages

+5 to Move Silently and Climb Walls

Infravision 60'

May qualify and check for psionic ability per the PHB Appendix 1

Classes Allowed (Level Limit), with dwarf for comparison

Cleric (U), 6* for dwarf

Druid (6), NA for dwarf

Fighter (8), 7* for dwarf

Runecaster (9*), U for dwarf

Thief (U), 10 for dwarf

Can qualify for Occultist, NA for dwarf
* Having a prime requisite of 17 or 18 will increase this limit by 1 or 2 levels, respectively.

Comments URL: https://tildes.net/~games.tabletop/1r5k/the_mul_a_half_human_half_dwarf_race_from_dark_sun

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