Munkustrap von Rumm's Page


The first-born son of the von Rumm family, Munkustrap felt the obligations of duty at an early age. His father taught him how to be a knight and how to use a weapon, while his mother taught him to be good to those below his station and to care for the less fortunate. Munkustrap has three younger brothers and a younger sister, all of whom look up to him. From his grandmother on his mother's side, he learned about the god Lehnbor, creator of the world. Upon becoming a paladin as a young adult, Munkustrap sword an oath to serve Lehnbor as an instrument of law and order.

While on the outside, Munkustrap appears pure and upstanding, in secret he harbors a desire for carnal pleasures and has on more than one occasion patronized a brothel in disguise.


Description here.

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Munkustrap von Rumm

Medium humanoid (human), lawful neutral
Armor Class 16 Chain Mail
Hit Points 20 (2d10 + 4)
Speed 30 ft.
16 (+3) 8 (-1) 14 (+2) 8 (-1) 10 (+0) 16 (+3)

Saving Throws WIS +2, CHA +5
Skills Acrobatics +1, Athletics +5, Intimidation +5, Perception +2, Persuasion +5
Senses Passive Perception 12, Passive Investigation 9, Passive Insight 10
Languages Almebezbik, Celestial, Dwarvish, Elvish

Divine Sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest.

Lay on Hands You have a pool of healing power that can restore 10 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.

Divine Smite. When Munkustrap hits with a melee weapon attack, he can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends.

Polearm Master When you take the Attack action with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon that uses the same ability modifier as the primary attack and has a damage die of d4 (bludgeoning). While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.

Retainers You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.


Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Glaive Butt. Bonus Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.