Jacnip
Jacnip
Sheet
AC 18 · HP 42 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
17 featuresAlways on
- Healing Hands
When When Jacnip touches a creature that needs healing
Jacnip invokes divine power to restore hit points to a creature they touch, using a pool of healing energy that restores up to 25 total hit points per long rest.
- Turn Undead
When As an action while presenting their holy symbol
Jacnip presents their holy symbol and forces undead within 30 feet to make a Wisdom saving throw. Failed undead are turned for 1 minute or until damaged.
- Mace Strike
When When an enemy is within melee reach
Jacnip strikes with their mace, using Wisdom for a spell attack or Strength for a weapon attack as appropriate.
- Cure Wounds
When When Jacnip touches an injured creature
Jacnip steadies an ally with a brief prayer and clinical instruction, restoring vitality through divine healing.
- SpellcastingLevel 1
Jacnip is a 5th-level spellcaster. Wisdom is their spellcasting ability. They can prepare cleric spells from the cleric spell list and cast them using a holy symbol as a spellcasting focus.
- Blessings of KnowledgeLevel 1
Jacnip gains proficiency with heavy armor. They also gain proficiency in two of the following skills of their choice: Arcana, History, Nature, or Religion. Jacnip has expertise in Arcana and History, doubling their proficiency bonus for those checks. They learn two additional languages, Draconic and Celestial.
- Channel Divinity: Knowledge of the AgesLevel 2
Jacnip can use Channel Divinity to gain proficiency in one chosen skill or tool for 10 minutes. Their proficiency bonus is doubled for checks using that skill or tool during this time.
- Channel Divinity, 2 UsesLevel 6
Jacnip can use Channel Divinity twice between rests. They regain expended uses when they finish a short or long rest.
- Destroy Undead, CR 1/2Level 5
When Jacnip uses Turn Undead, an undead of challenge rating 1/2 or lower that fails its saving throw is destroyed if it fails to escape the effect.
- Ability Score ImprovementLevel 4
Jacnip increases their Wisdom score by 2, raising it from 15 to 17.
- Knowledge Domain SpellsLevel 1
Jacnip gains access to Knowledge Domain spells. These spells are always prepared and do not count against the number of cleric spells they can prepare.
- LuckyStout HalflingWhen Jacnip rolls a 1 on an attack roll, ability check, or saving throw, they can reroll the die and must use the new result.
- BraveStout HalflingJacnip has advantage on saving throws against being frightened.
- Halfling NimblenessStout HalflingJacnip can move through the space of any creature that is of a size larger than theirs.
- Stout ResilienceStout HalflingJacnip has advantage on saving throws against poison and resistance to poison damage.
- Halfling language and cultureStout HalflingJacnip speaks Common and Halfling.
- DiscoveryHermit
Jacnip discovered a strange medical and religious truth during years of secluded study. Because of this, they can usually secure a modest place to stay among sympathetic healers, scholars, or religious communities, and may be able to persuade others to provide basic aid or information related to their discovery.
Spells
14 spellsSpellcasting. Jacnip casts with Wisdom (spell save DC 13, to hit with spell attacks).
1st level (4 slots): , , , ,
2nd level (3 slots): , , , , ,
3rd level (2 slots): , ,
Gear
12 itemsWeapons
- MaceA simple blunt-headed mace used as both weapon and ceremonial instrument.
- Light crossbowA light crossbow with a case of bolts.
Armor
- Chain mailA steel chain shirt reinforced with small plates, suitable for a traveling physician.
- ShieldA round wooden shield bearing a painted white circle and a red stitch mark.
Tools
- Herbalism kitA herbalism kit containing dried plants, mortar and pestle, shears, vials, and twine.
Gear
- 20×Crossbow boltsStandard ammunition for the light crossbow.
- Scroll caseA scroll case containing Jacnip's medical observations and investigation notes.
- Winter blanketA winter blanket, used both for sleeping and for keeping patients warm.
- Common clothesA set of common clothes carefully patched at the cuffs.
- Wooden holy symbolA holy symbol of the healing order, carved from pale olive wood.
- Physician's satchelA leather physician's satchel containing bandages, splints, clean thread, bone needles, smelling salts, and labeled tinctures. It has no special mechanical benefit beyond ordinary adventuring supplies.
Purse
- 5×Gold piecesA small pouch of starting coin.
Appearance
Jacnip is a stout halfling with warm brown skin, dark hazel eyes, and a broad, expressive mouth whose slightly crowded front teeth show whenever they laugh or concentrate. Their black hair is clipped short around the ears but left unruly on top. They dress in practical travel clothes beneath a well-worn chain shirt, with a round wooden shield painted like a physician's examination plate. A leather case of folded bandages, glass vials, bone needles, and labeled powders hangs at their hip. Before speaking, Jacnip usually takes a small breath through the nose, presses their tongue briefly against one front tooth, and then begins in a low, careful voice.
Mannerisms
Jacnip pauses before speaking, draws a slow breath through their nose, and often taps one tooth with a fingernail while thinking. They label nearly everything in neat, tiny handwriting, including party members' water flasks. During tense conversations, they quietly count heartbeats under their breath.
Personality
Jacnip is gentle, observant, and difficult to shock. They speak to frightened strangers in the same calm tone they use with panicked patients, then ask pointed questions that reveal they have noticed far more than they let on. They are generous with practical help but suspicious of grand declarations, especially from people who have not washed their hands.
Ideals
Care is a form of truth. Every symptom is evidence, every patient deserves a fair examination, and no authority should be trusted merely because it speaks confidently.
Bonds
The hospice that raised Jacnip is still caring for patients exposed to the Kemberbad contamination. Jacnip will risk almost anything to identify the source and return with a cure.
Flaws
Jacnip cannot leave a medical mystery alone, even when pursuing it puts the entire party at risk. They also become quietly judgmental around people who refuse sensible treatment, and they sometimes hide the severity of their own injuries so they can continue working.
Quirks
Background
Jacnip spent nearly two decades in a stone hospice built into the hills outside Kemberbad, where the sick were sent when their families could no longer afford physicians. The hospice was run by a quiet religious order that taught healing as both a practical craft and a sacred obligation. Jacnip became known for treating patients others had given up on, not through miracles alone, but through patient observation, unpleasant questions, and an alarming willingness to taste suspicious medicines themselves. Their secluded life ended when several patients began dying from the same obscure symptoms, despite never having met one another. Jacnip traced the pattern to contaminated trade goods moving through Kemberbad, then found evidence that someone was deliberately spreading the illness to conceal a more profitable crime. The order urged caution, but Jacnip left the hospice with their notes, their medicine kit, and a borrowed shield. Now they travel with adventurers, assisting the group with investigations and treating wounds along the way. Jacnip insists that every mystery is simply a diagnosis with better disguises, and that Kemberbad has presented them with the most dangerous patient they have ever examined.
“The hospice was run by a quiet religious order that taught healing as both a practical craft and a sacred obligation.”
- Background
- Hermit
Connections
Species
Stout Halfling
Media
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