I was stricken by inspiration to create D&D 5e version of a Muse today, and I thought it turned out pretty well so I felt like sharing. This take on the Muse could definitely be tinkered with if you want to give the one you’re using in your campaign a bit of flavor. If you want one the is focused on say magic rather than other areas you could bump up the Intelligence a bit and provide her with a few more spells.

It is worth noting that I built the Muse to be something that avoids combat whenever possible. If someone summons and attempts to bind one they will use the spells at their disposal or their legendary action to slip away at the first opportunity.If it comes to it they can draw a sword and leap into the fray, but it would be an absolute last resort.

I do think you should always have multiple Muses in a game, and their should be some sort of familiar relationship there. I view them as goddesses/demi-goddesses/ lesser deities with power they choose to turn away from commanding the universe. They inspire the works of mortals, and so I see them walking among all races. The elf at the harp, the dwarf at the forge, the mage scribbling out a new spell, and the general looking for a brilliant strategy might all be visited by one. Maybe in your world each race has a unique pantheon of Muses all their own father by the chief deities of that race?

I hope you’ll find them fun!


Medium celestial, chaotic good

Armor Class 29

Hit Points 340

Speed 60 ft.

Str 24 (+7), Dex 30 (+10), Con 24 (+7), Int 24 (+7), Wis 24 (+7), Cha 30 (+10)

Saving Throws Dex +16, Int +13, Wis +13, Cha +16

Skills Acrobatics +17, Arcana +13, History +13, Insight +13, Performance +16, Persuasion +16

Damage Immunities bludgeoning, piercing, and slashing damage from non-magical weapons.

Senses Truesight 80 ft., passive Perception 16

Languages All

Challenge 18 (20,000)

Innate Spellcasting. The Muse’s innate spellcasting ability is Charisma (Spell Save DC 26 +16 to hit with spell attacks). It can innately cast the following spells requiring no material components.

At will: Charm Person, Dream, Enhance Ability, Freedom of Movement, Guidance, Heroism, Pass Without Trace

1/day each:  Beacon of Hope, Hallow (Courage), Plane Shift, Power Word Stun, Time Stop

Legendary Resistance (3/day). If the Muse fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Muse has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Muse’s weapon attacks are magical.

Divinity. If reduced to 0 hit points a Muse immediately reappears in the Astral Plane where she remains for 3d6 days until restored to her full hp.


Sword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 24 (3d8 + 7) slashing damage.

 Legendary Actions

The Muse can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Muse regains spent legendary actions at the start of its turn.

Dramatic Entrance: The Muse automatically goes first in the initiative order. The Muse disappears and reappears within 120 ft. of her current position (This is usually accompanied by sensory effects that are loud, flashy, or bright but otherwise harmless). Creatures within 60 ft. of the Muse’s position when she reappears and can see her are Stunned.

This action can be taken at any time, rather than at the end of another creature’s turn.

Divine Inspiration: The Muse inspires all nonhostile creatures with 80 ft. of it. Inspired creatures can’t be charmed or frightened, and they automatically succeed on their next attack roll, ability check, or saving throw before the Muse’s next turn.

Exit Stage Left: The Muse disappears reappearing back on her home plane in her own domain. This action may only be taken once each day, and the Muse must remain in her domain for a full day after using it.


Goddesses, demi-goddesses, divine spirits of inspiration, and proclaimers of heroes the Muses are the driving force behind creative expression in all forms.

Muses take no interest in doing battle, but they will bear witness to deeds of heroism and cunning carried out by adventurers. On more than one occasion a Muse has even gone so far as to appear on battlefields or in besieged fortresses inspiring warriors to greater heights that allowed them to seize the day.

Muses are fond of collecting magical objects that they can in turn give to those who will use them to perform. Magical instruments, books of lore, enchanted tools, and other such items may well find their way into a Muse’s collection.