• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 5E Dwimmermount [Rogues' Gallery]


First Post
OK for those characters who are done please post your characters here for the Dwimmermount Adventures game.

I am debating about giving each of you something extra for backgrounds, pictures, etc. :) Probably to start just extra Inspiration

IC Thread
OOC Thread
Last edited:

log in or register to remove this ad


First Post

[sblock=Mikel Lorain]
Wizard (Lore Mastery), Cloistered Scholar
Human (Alternate)

Str: 8 (-1)/-1
Dex: 14 (+2)/+2
Con: 16 (+3)/+3
Int: 16 (+3)/+5
Wis: 10 (+0)/+2
Cha: 10 (+0)/+0

HP: 16
HD: 2d6
Initiative: +3

Skills: Arcana* (+7), History* (+7), Nature* (+7), Religion* (+7), Investigation (+5)

Languages: Common, Elven, Dwarven, Draconic, Abyssal, Primordial, Infernal

Equipment: Dagger, Crystal, Scholar's Pack, Spellbook, Scholar's Robes, Writing Kit, Borrowed Book on Dwimmermount, Pouch, 110gp

Linguist: +1 Int, Gain three known languages, create ciphers DC 18 to decipher.

Library Access: Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, ore secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the realm, as professional courtesy shown to a fellow scholar.

Lore Master: You gain double proficiency with ability checks with which you are already proficient with Arcana, History, Nature and Religion. Additionally you may use intelligence for initiative instead of dexterity.

Spell Secrets: When casting a leveled spell that deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can change the damage type to another on the list. Additionally 1/rest you may change the saving throw for a spell from one ability score to another of your choice.

Cantrips: Light, Mending, Acid Splash

Spellbook: Burning Hands*, Comprehend Languages (R)*, Detect Magic (R)*, Find Familiar (R), Identify (R), Magic Missile*, Protection from Evil and Good*, Unseen Servant (R)[/sblock]

Mikel has spent nearly his entire life in the library, devoted to the history of the world and uncovering mysteries lost to time. The rise and fall of nations seemed to be tied to that cursed dungeon, the Dwimmermount. At the same time, it seemed like the likeliest place to harbor secrets of ages past. So when word came that the dungeon had opened up once more, Mikel was gone before his colleagues had the chance to dissuade him or to even offer their assistance. There were things to be learned, and the longer he waited, the more likely some imbecile would futz things up, making the knowledge irrecoverable.

Mikel was aging, he hadn't hoped the dungeon would open in his lifetime, but here it was, he couldn't offer much in the way of a combatant, but if lore was needed, if the versatility of his spellbook was what was called for, he was more than happy to offer what he could. With the right finds within, perhaps he would have the opportunity to return the world back to its golden age, and maybe, just maybe uncover the secrets of the wretched place so that once closed the doors would never open again.
Last edited:


Magen Brigward
Fighter 3

[SBLOCK=Mini Stats]
Passive Perception: 11
AC: 19
Initiative: +0
HP: 36/36 (HD: 3/3d10)

Longsword: +5 5ft 1d8+3S
Longsword (2hnd): +5 5ft 1d10+3
H. Crossbow: +2 150/600 1d10P Heavy, Two handed
Manoeuvre Save DC: 13

Second Wind (S): 1/1
Action Surge (S): 1/1
Superiority Dice :(S) 4/4
Inspiration: 2
Healing Potion: 1
Bolts: 36

[SBLOCK=Background]The Brigwards are second cousins to Lord Callaway, who holds a city state, Wodnes, on the border with Thule. Barbarian raids are a constant drain on their resources, especially for the Brigwards who’s small holdings, the village of Briggham, guard a bridge across the river denoting the border of the Calaways lands.

Sir Allon Brigward, Magen’s father, has long been out of favour with Lord Calaway because of his constant demand for aid in fending off the raids.

As the third son Magen faced a life of military servitude, not likely to gain an inheritance. Then, with rumours of the Dwimmermount opening up again, Magen saw his chance to both gain favour with Lord Calaway and give himself something better than a captaincy in his brother’s forces. Magen approached Lord Calaway with a proposal, sponsorship for a charter allowing access into the Dwimermount for a share of possible profits.

Lord Calaway, being miserly with his fortune, was initially reluctant, but after some persuading saw this as an opportunity to both make money and be rid of the constant demands of the Brigwards.

On his travels south Magen came across another would be adventurer, Hunter Brightwood, also intent on making his own mark on the world through the Dwimmermount.[/SBLOCK]
Human (Variant)
Increase two ability scores by one (STR, CON)
Gain 1 feat: Shield Master
Gain 1 skill: Athletics
Languages: Common and one extra

Fighter, 1,2, 3
HD: d10 (Max HP at level 1,2 and 3)
Armour Proficiencies: All Armour, Shields
Weapon Proficiencies: Simple, Martial
Saves: STR, CON
Skills: Animal Handling, Intimidation
fighting style: Defense
Second Wind
Action Surge
Battle Master: 4 Superiority d8; Save DC (8+2+3): 13
3 Battle Manoeuvres: Commanders Attack, Menacing Attack, Precision Attack
Smith Tools

Noble (Variant)
Skills: History, Persuation
Tools: Dragon Chess
Feature: Retainers (Variant) Squire, Page and Armourer

FEATS: Shield Master: Make a shove attack as a bonus action; Add shields AC to DEX saves that target only you; Use reaction to reduce save for half damage to 0 damage.[/SBLOCK]

[SBLOCK=Abilities and saves]
ABILITIES (mod/save)
STR*: 16 (+3/+5)
DEX:10 (0/0(+2))
WIS: 13(+1/+1)
CHA: 12(+1/+1)

AC: AC: 19 (16 Chain, +2 Shield, +1 Defensive Style)
Initiative: +0
HP: 36/36 (HD: 3/3d10) – (Max HP at level 1,2 and 3)
Proficiency bonus: +2

Longsword: +5 5ft 1d8+3S
Longsword (2hnd): +5 5ft 1d10+3
H. Crossbow: +2 150/600 1d10P Heavy, Two handed
Manoeuvre Save DC: 13

*Athletics: +5

Acrobatics: 0
Sleight of Hand: 0
Stealth: 0

Arcana: +0
*History: +2
Investigation: +0
Nature: +0
Religion: +0

*Animal Handling: +3
Insight: +1
Medicine: +1
Perception: +1
Survival: +1

Deception: +1
*Intimidation: +3
Performance: +1
*Persuasion: +3

Passive Perception: 11[/SBLOCK]
Chain Mail
Heavy Xbow (exchanged for light and 25GP)
Bolts (40) (1GP)
Dungeoneers Pack (backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, rations (10), and a waterskin, 50 ft of rope)
Fine Clothes
Signet Ring
Scroll of Pedigree
Charter for the Fellowship of Tome and Steel
Healing Potion

Feed (9.6)
Tent (2)
Rations (87)
Barrel (2)
Rope (50ft)
Block and Tackle
pack saddle (Stored in cart)

0 129 9 6 3
Magen is a man of average height and stocky build. His athletic form has been honed through years of training and combat. Fairly good looking, he has many scars from old wounds. He does take pride in his appearance, ensuring he is always clean, shaven and presentable. He opens up easily about superficial topics and old war stories, but doesn't like to discuss himself or his family.

Personality: Despite my noble birth, I do not place myself above other folk. We all bleed the same in the battle lines.
Ideal: Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity.
Bond: I will face any challenge to win the approval of my family.
Flaw: Violence is my answer to almost any challenge.
Edgar (Squire – Noble): Edgar is the eldest son of one Sir Allon’s household warriors. Magen took him as a squire to teach him how to fight and to honour Edgar’s father’s service to the Brigwards. He is still too young to be of much use, but insisted that he accompany Magen.

Warian (Page - Commoner): Warian is Magen’s cousin, even more distant from higher nobility he has little prospects outside the army. Still a boy he hopes to become Magen’s squire when Edgar comes of age.

Galan: (Groom – Commoner): Galan works in the Brigward’s stables. Sir Allon would not allow his son to take a horse, but Galan had always been fond of Magen. Many years Magen’s senior Galan took this opportunity to see some of the world.

AC 15 (breastplate) HP: 9 Speed: 30
STR 11(+0) DEX 12(+1) CON 11(+0) INT 12(+1) WIS 14(+2) CHA 16(+3)
Skills: Deception +5; Insight +4; Persuasion +5
Passive Perception 12
Languages: Common, Elvin
Rapier +3 5ft 1d8+1S

AC 10 HP 4 Speed 30
STR 10(+0) DEX 10(+0) CON 10(+0) INT 10(+0) WIS 10(+0) CHA 10(+0)
Passive Perception: 10
Language: Common
CR: 0
Club: +2 5ft 1d4B
Last edited:

Charwoman Gene

Human Rogue(Arcane Trickster) 3
Sage CG

Strength 12(+1)
Dexterity 16(+3)
Constitution 12(+1)
Intelligence 16(+3)
Wisdom 14(+2)
Charisma 9(-1)
A young man who studied to be a wizard and wound up not being able to complete the training, Corwin thinks himself quite the adventurer.​

Corwin Icon.jpg

[sblock=Appearance and Personality]Gender Male Age 19
Height 5'6"" Weight 120 lbs.
Hair Blonde Skin Fair Eyes Blue
An athletic young man, he is on small height and slender build, unremarkable of face.​
He is awkward in speech but has problems holding his tongue.​
Constantly in motion, he always seems to be playing with something in his hands.​
Finding out, “How does that work?”​
Technically, he is still under bondage to his mentor, so there is a small bounty for his capture and return.​
His curiosity is completely out of control.​
Corwin is a young man who fancies himself a dashing adventurer. Youngest son of the Nelric family, leading merchant house in the city state of Azureholm, he was sent to the tower of Cronus the Blue, mysterious wizard who lived a few miles outside the city, as an apprentice. A bright and willing student, Corwin threw himself into study, searching knowledge. What Corwin seemed to lack was actual magical talent. He learned of the Dwimmermount while researching a lost spellbook’s location, a request from Korvath the Mighty, one of Cronus’s peer’s. The book is the last piece of an ancient set of spellbooks, and to the right collector, is nearly priceless. It was during this period he began corresponding with Mikel, who Corwin regards as quite the expert on the Dwimmermount.
Corwin grew up. Every year, his master would test him to see if he could cast even the most rudimentary cantrip, and fulfill his apprenticeship, so Cronus could find someone with more promise to teach. Corwin began sneaking around, fulfilling the bare minimum of his duties and spending his free time researching on his own. He was particularly taken for a while with the Master’s collection of clockwork devices. He taught himself the intricacies of mechanical work maintaining and repairing them. Between sneaking around a wrathful wizard, working on mechanical things, and searching through tome after tome, Corwin gained the basic skills of a competent burglar. He itched for freedom, as he felt that magic was just beyond his reach. Cronus told him he wished he could release him, but the bond is such that I cannot take on a new student until you can cast even a minor spell. Realizing he’ll never be free, Corwin escaped to seek his fortune. Eventually he heard the rumors of the Dwimmermount opening and tried to seek out Mikel, following his trail to Muntburg, where he now seeks companions to venture into the depths with.​
Strength 12(+1)
Dexterity 16(+3)
Constitution 12(+1)
Intelligence 16(+3)
Wisdom 14(+2)
Charisma 9(-1)
Proficiency Bonus: +2

  • Acrobatics +5
  • Animal Handling +2
  • Arcana +5
  • Athletics +3
  • Deception -1
  • History +5
  • Insight +2
  • Intimidation -1
  • Investigation +7
  • Medicine +3
  • Nature +3
  • Perception +4
  • Performance -1
  • Persuasion -1
  • Religion +3
  • Sleight of Hand +3
  • Stealth +5
  • Survival +2
Armor: Light
Weapons: Simple Weapons, hand crossbows, rapiers, longswords, shortswords
Tools: Thieves' Tools(+4 Exp.), Tinker's Tools
Languages: Common, Draconic
AC: 15
Initiative: +3
Speed 30 ft.
Passive Perception: 14
HP: 27
HD: 3
HD Type: 1d8+1
Saving Throws
Str: 1
Dex: 5
Con: 1
Int: 5
Wis: 2
Cha: -1
  • Rapier melee +5 / 1d8+3 Piercing finesse
  • Dagger melee/ranged +5 / 1d4+3 Piercing [20/60] finesse, light, thrown, underwater
  • Dagger melee/ranged +5 / 1d4+3 Piercing [20/60] offhand, finesse, light, thrown, underwater
  • Shortbow Ranged +5 / 1d6+3 Piercing [80/320] two-handed
[/sblock][sblock=Features]Background: Sage (Researcher)
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information com es from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.​
Rogue Features
Thieves' tools, Investigation​
Sneak Attack
(1d6): Advantage, or another enemy in 5ft. Of target​
Thieves' Cant

Cunning Action
Dash, Disengage, Hide as bonus action​
Arcane Trickster Features
Mage Hand Ledgerdemain
  • When you cast Mage Hand, you can make the spectral hand invisible.
  • You can retrieve or stow an object in a container worn or carried by another creature.
  • You can use theives' tools to pick locks and disarm traps at range.

Save DC
Spell Attack

Spell Slots: 2
Rogue Cantrips Known: Mage Hand, Prestidigitation, Minor Illusion
Rogue Spells Known: Ice Knife, Silent Image, Sleep
[/sblock][sblock=Equipment and Money]Money: 0 pp, 54 gp, 0 ep, 9 sp, 8 cp
Shortbow and quiver of 20 arrows4
Bag of 1,000 ball bearings2
10 feet of string
5 candles
10 pitons2.5
Hooded lantern2
2 flasks of oil2
Tinker's tools10
50 feet of hempen rope10
Studded Leather13
Two daggers2
Thieves’ tools1
Ink (4 bottles)
Ink Pen (7)
Small knife
Letter from a dead colleague
Set of common clothes3
Belt pouch1
Component Pouch2
Traveler's Clothes4
Map case1
Parchment (10 sheets)
Potion of Healing (2)1
35 days rations70
Waterskins 630
Map case1
bit and bridle1
pack saddle15
feed (30)300
[/sblock][sblock=Mini Stats]AC: 15 Init: +3
HP: 27 / 27 Hit Dice: 3 / 3 [1d8+1]
Spell Slots: 2
Last edited:


First Post
Shara, Cleric of Pelor

[sblock=Basics & Proficencies]Race: Human Gender: Female Class:Cleric 3 (Light) Background: Hermit Alignment: NG Age: 24

HP: 33/33 HD:3/3 (d8) AC: 17 (14 scale, +1 dex, +2 shield) Initiative: +1 Passive Perception: 15

Str: 9 (-1) Dex: 12 (+1) Con: 16 (+3) Int: 12 (+1) Wis: 16 (+3) Cha: 14 (+2)


Skills: History (+3), Insight (+5), Medicine (+5), Religion (+3), Perception: (+5)
Saving throws: Wisdom, Charisma
Weapons: Simple
Armor: Light, medium, shields
Tools: Herbalism kit

Languages: Common, Celestial, Infernal

Cleric features: Warding Flare (3/long rest), Channel Divinity (1/rest)[/sblock]
[sblock=Spellcasting]Spell slots: 4 (1st level), 2 (2nd level) Spell save DC: 13 Spell attack mod: +5

Cantrips known: Light, Guidance, Sacred Flame, Spare the Dying

Spells prepared: Burning Hands, Faerie Fire, Flaming Sphere, Scorching Ray, Bless, Cure Wounds, Healing Word, Inflict Wounds, Prayer of Healing, Warding Bond[/sblock]
[sblock=Equipment]Dagger (+3 to attack, 1d4+1 piercing dmg)

Scale mail, shield, explorer's pack (minus the 10 torches), 31 days' rations, holy symbol, scroll case stuffed full of notes from studies and prayers, winter blanket, set of common clothes, herbalism kit, vial of jasmine perfume, two platinum rings (50 gp each), tent, 33 gp, 5 sp, 8 cp[/sblock]
[sblock=Appearance & Personality]Appearance: Shara has the tawny complexion and long dark hair of the women of the White Desert. Though she only ever wore her lightly-woven vestments in the desert, she's donned armor for Dwimmermount: golden-bronze scale that complements her friendly, honey-colored eyes. Even so, her slight build is clearly not suited to physical combat.

Personality: Shara has a natural aversion to violence, and much prefers healing or helping to engaging in it. She has no interest in coin or treasure beyond that which she needs to pay for modest accomodation. The only exception to this would be a magical item she believed could be used to help others or somehow aid Pelor's order.[/sblock]
[sblock=History]Shara doesn't know where she was born, but if you asked her where her home was, she would reply without hesitation: the temple of Pelor (or Al'Asran, as they call him in the White Desert) in Ahmerrad, jewel of the White Desert. That's where she was left as an infant, and where she was raised by the kind priests and priestesses who served there. Few would call an orphan lucky, but she had a happy childhood nonetheless, and came to love the place and those who tended it.

When she came of age, Shara decided to remain at the temple and take the vows of the order. After three years of study and meditation, she was sent where all initiates begin their priesthood: to man one of the order's small outposts far outside the city walls.

The desert was a dangerous place to travel, and Pelor's shrines along the caravan trade routes were known as places of sanctuary. There, weary travelers or passing nomads could count on the Sun-Father's acolytes to heal wounds, cure lingering ailments, or even create water if they'd had the grave misfortune to run out. Succor was offered to all without questions or request for coin.

Given her friendly disposition, the long stretches of solitude were sometimes difficult for Shara, but she understood why young initiates were sent to these places. Aside from the opportunity to live her faith of charity, she was benefiting from the practice of her magic, and the solitude provided ample time for study and prayer.

She lived this way for a few years, until she believed she had grown as much as she could at the shrine. Customarily, acolytes ready to progress from here chose some spiritual task or pilgrimage, presenting it to a high priest or priestess for approval. She began to wonder what hers might be.

One day a caravan came along, its travelers aflutter with the news about Dwimmermount. That night she stayed up late in meditation, and when the night was darkest, she knew: here was her task. Bring Pelor's light to this place of darkness, and his gifts of healing to those who would face its dangers. She wrote a letter and gave it to the caravan master before they left in the morning, asking him to take it to the temple when they reached Ahmerrad.

A few weeks later, a fresh-faced replacement arrived, along with her approval and sponsorship. She spent some time acquainting the new priestess with life at the shrine, then packed her few belongings and joined the next caravan headed to the Middle Lands...[/sblock]
Last edited:


Hunter Brightwood


[sblock=Basic Information]

Race: Human


Class: Bard2, Wizard1

Background: Guild Artisan, Brewer and distiller

Alignment: Neutral Good

Appearance: Hunter, standing at 6'4" and weighting 168 ilbs, is a tall and slender man with angular features. Hunter wears a black tunic and dark leather armor that is usually covered by a dark green traveling cloak. Hunter's face is one of a much younger man with bright green eyes and a wide smile and short light brown hair. [/sblock]

[sblock=Character Personality]

Personality: Hunter always tries to find the good in any situation. Affable, magnanimous and never lacking for confidence, Hunter is a man of his word who values his friends and takes pride in helping those less fortunate.
Personality Traits: I always want to know how things work and what makes people tick. I’m full of witty aphorisms and have a proverb for every occasion
Ideals: I’m committed to the people I care about, not to ideals.
Bond: I owe my guild a great debt for forging me into the person I am today.
Flaw: I’m convinced of the significance of my destiny and blind to my shortcomings and the risk of failure. [/sblock]


Born to a humble farmer near a small Hamlet, named Parian, near the border of Thule and the Middle Lands, Hunter learned to defend himself and his farm from Thulian invaders. While Hunter enjoyed life on the farm he loved to brew and distill and longed to move to the city-state of Gao to pursue a life in the brewery Guild.
When Hunter wasn’t farming or distilling, he was reading. The running joke in Parian was that Hunter had read every book in the hamlet at least ten times over. Hunter’s favorite reading materials were the history of Tellurian and any book on adventure. After the death of his farther do to an illness, Hunter sold the farm and moved to the nearby city-state of Gao, where he worked in several smaller taverns until he was accepted into the Brewery Guild.
Hunter worked hard at his craft become an accomplished brewer, but it was in distilling that he made his true mark. While he was unmatched in his own eyes, Hunter had become to be recognized as the best distiller in Gao, and one of the best in the guild. After a decade of hard work Hunter decided it was time to see more of the world.

After speaking with many of the members of his guild and the locals at his favorite taverns in town, Hunter decided that the Dwimmermount would be a place of high adventure. Securing some traveling money from his local Guild, Hunter set off hoping to find a group and a sponsor on the way. [/sblock]


Str: 9 (-1)/(-1)
Dex 16 +3/+5
Con 14 +2/+2
Int 14 +2/+2
Wisdom 10 0/0
Charisma 16 +3/+5
HP 28
HD 2d8, 1d6
Initiative +3
AC 15 (studded leather armor)
Spd 30
Skills: Athletics (-1), Acrobatics +3, Sleight of Hand +3, *Stealth +5, Arcana +2, *History +4, *Investigation +4, Nature +2, Religion +2, Animal Handling 0, *Insight +2, Medicine 0,* Perception +2, Survival 0, Deception +3, Intimidation +3, Performance +3, *Persuasion +5
Languages: Common, Elvish, Orc
Equipment: Rapier, Entertainer’s Pack (backpack, a bedroll, 2 costumes, 5 candles, 19 days of rations, 10 gallons of ale, a waterskin and a disguise kit), pan flute (with crystal attached), spell book, ink, ink pen, Studded leather armor, dagger, tender box, 50 feet of hempen rope, mess kit, 5 torches soap, letter of introduction from guild, a set of traveler’s clothes and belt pouch containing 164 GP, 10 SP, 0 CP. [/sblock]

Guild Membership
Bardic Jack of All Trades
Song of Rest

[sblock=Spell Book]
Cantrips: Vicious Mockery, Mage Hand
1st Level spells: Dissonant Whispers, Faerie Fire, Healing Word, Silent Image, Tasha’s Hideous Laughter
Cantrips: Magehand, Mending, Message
1st Level spells: Alarm (R), Detect Magic (R), Find Familiar (R), Comprehend Languages (R), Shield, Magic Missle

[sblock=Weasel Familiar]
Tiny beast
AC 13
HP 1
SPD 30 ft
STR 3(-4) DEX 16 (+3) Con 8 (-1) INT 2 (-4), WIS 12 (+1) CHA 3 (-4)
Skills Perception +3, Stealth +5
Passive Perception 13
Keen hearing and smell, has advantage on perception checks that rely on hearing or smell
Bite: Melee +5 to hit, 5ft one target 1 piercing damage
Last edited:

Remove ads