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.

Munkustrap von Rumm

Medium humanoid (human), lawful neutral
Armor Class 18 Plate
Hit Points 44 (5d10 + 10)
Speed 30 ft.
16 (+3) 8 (-1) 15 (+2) 8 (-1) 10 (+0) 16 (+3)

Saving Throws CON +5, WIS +3, CHA +6
Skills Acrobatics +2, Athletics +6, Intimidation +6, Perception +3, Persuasion +6
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 25 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.

Channel Divinity. Once per short rest, Munkustrap can use either Abjure Enemy or Vow of Enmity.

Polearm Master. When Munkustrap takes the Attack action with only a glaive, halberd, quarterstaff, or spear, he 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 he is wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from him when they enter his reach.

Great Weapon Master. On Munkustrap's turn, when he scores a critical hit with a melee weapon or reduces a creature to 0 HP with one, he can make one melee weapon attack as a bonus action. Before he makes a melee attack with a heavy weapon that he is proficient with, he can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.

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.

Spellcasting. Munkustrap is a 3rd-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He has the following paladin spells prepared:

1st level (4 slots): bane, bless, cure wounds, divine favor, hunter's mark, shield of faith, wrathful smite

2nd level (2 slots): hold person, misty step


Moon Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Glaive Butt. Bonus Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

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

Abjure Enemy. As an action, Munkustrap can choose one creature within 60 ft. of him that he can see to make a WIS saving throw (14). Fiends and undead have disadvantage on this saving throw. On failure, the creature is frightened and its speed is reduced to 0 (and it can't benefit from bonuses to speed) for 1 minute or until it takes any damage. On success, the creature’s speed is halved for 1 minute or until the creature takes any damage.

Vow of Enmity. As a bonus action, Munkustrap can use his Channel Divinity to choose a creature within 10 ft. and gain advantage on attack rolls against it for 1 minute or until it drops to 0 HP or falls unconscious.