Pippin Swiftpaw, a Harengon Cleric — D&D 5e NPC portrait
#0097

Pippin Swiftpaw

"Dreamer of the Unwoven Path"

Female, she/her · Young Adult, 22 years

Ability Scores

STR
8
-1
DEX
16
+3
CON
14
+2
INT
12
+1
WIS
20
+5
CHA
14
+2

Combat

Armor Class
15
Studded Leather
Hit Points
38
Hit Dice: 5d8
Initiative
+3
Speed
30 ft.
Proficiency
+3
Passive Perception
18

Attacks

Sacred Flame (Cantrip)DC 16 DEX save2d8 radiant
Dagger+61d4+3 piercing

Personality

Personality

Whimsical and effervescent, speaks in winding metaphors about luck, roots, and unexpected weather. Prone to sudden, delighted laughter at things no one else finds funny. Keeps a frantic charcoal journal of her prophetic dreams.

Ideal

Freedom. The most sacred law is the one that gets broken to let the light in.

Bond

My warren is safe, but the world is full of cages. I carry the memory of my home not as an anchor, but as a map to everywhere else that needs unlatching.

Flaw

I'm so certain that rules are the enemy that I sometimes break ones that exist to protect people, not just control them.

Backstory

The Harengon of the Flickerwood do not build temples of stone; their holiest sites are the impossible coincidences where a falling star lands in a blooming moonpetal flower. They worship no god, but a principle they call the Great Tumble—the cosmic, benevolent chaos that ensures no plan, however perfect, ever goes quite as expected. Pippin Swiftpaw was born a priestess of this non-faith, her connection to the Tumble manifesting as vivid, prophetic dreams that tasted of ozone and wild berries. She was never a warrior, but when loggers from a nearby barony came to clear-cut the Flickerwood, her dreams showed her not a battle, but a punchline. Through clever illusions, redirected cantrips, and an uncanny talent for orchestrating 'accidents'—axes slipping, ropes fraying, trees falling in just the right direction—she turned the iron-willed company into a gibbering, paranoid mess, convinced the forest itself was laughing at them.

This victory made her a hero, but it also crystallized her worldview: the greatest evil is not malice, but rigidity. It is the king's decree that starves a village, the priest's dogma that cages a soul, the cartographer's line that ignores a living river. Her dreams, once filled with the familiar shadows of her home warren, began to show her cages on a grander scale: cities choking on their own laws, hearts calcifying with routine, entire peoples trapped in the neat, straight lines of history. With her dream-journal tucked in her satchel, she left the Flickerwood, not to fight a great evil, but to be the lucky stumble, the unexpected turn, the divine mischief that reminds a world tragically obsessed with walking in straight lines how to leap.

Abilities & Actions

Spellcasting

Pippin is a 5th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has the following cleric spells prepared: Cantrips (at will): Guidance, Mending, Sacred Flame, Thaumaturgy. 1st level (4 slots): Bless, Charm Person, Disguise Self, Healing Word, Guiding Bolt. 2nd level (3 slots): Mirror Image, Pass without Trace, Spiritual Weapon. 3rd level (2 slots): Blink, Dispel Magic, Spirit Guardians.

The Great Tumble's Punchline (1/Day)

As a reaction when a creature she can see within 60 feet casts a spell that targets only one creature (and not self), Pippin can channel the Flickerwood's chaotic energy. The spellcaster must make a DC 16 Wisdom saving throw. On a failure, the spellcaster must choose a new target for the spell (which can be the original caster). If no other valid target is in range, the spell fails and the slot is wasted. This ability reflects the Harengon belief that even the most carefully aimed intention can be nudged astray by cosmic laughter.

Channel Divinity: Invoke Duplicity (1/Short Rest)

As an action, Pippin creates a perfect illusion of herself that lasts for 1 minute, or until she loses her concentration. The illusion appears in an unoccupied space she can see within 30 feet. As a bonus action, she can move the illusion up to 30 feet. For the duration, she can cast spells as though she were in the illusion's space, and she has advantage on attack rolls against a creature if both she and her illusion are within 5 feet of it.

Rabbit Hop (Bonus Action)

Pippin can hop a number of feet equal to 5 times her proficiency bonus (15 feet), without provoking opportunity attacks. She can use this a number of times equal to her proficiency bonus per day (3/day).

DM Notes

Pippin greets strangers not with 'hello', but with 'Good morning! Did you have any interesting dreams?' She is uncomfortable in perfectly symmetrical rooms or when walking on straight, paved roads, preferring to hop along the grassy verge. She reflexively touches sources of luck—a three-leaf clover, a uniquely shaped stone, a coin found heads-up. Her Common is fluent but peppered with Harengon expressions that translate oddly, like 'may your path have a surprising puddle' (a blessing) or 'he has straight ears' (an insult for someone unimaginative).

Sample Dialogue: 'A map? Oh, that's a lovely drawing of what the world *was* like yesterday. But the Great Tumble has surely smudged a few lines since then, don't you think? Let's go see!'