Otto Baggins
Otto Baggins
Sheet
AC 13 · HP 45 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresBonus action
- Cunning ActionLevel 2
When On Otto's turn, as a bonus action.
Otto uses a bonus action to Dash, Disengage, or Hide.
- Fast HandsLevel 3
Otto can use a bonus action to make a Dexterity check using thieves' tools, disarm a trap, open a lock, or Use an Object action.
Reaction
- Uncanny DodgeLevel 5
When When an attacker Otto can see hits him.
Otto uses a reaction to halve the damage from an attack that hits him and that he can see.
Always on
- Sneak AttackLevel 1
When When Otto has advantage on a finesse or ranged weapon attack, or an enemy of the target is within 5 feet of the target.
Otto makes a weapon attack with advantage or attacks a target whose enemy is within 5 feet, dealing an extra 3d6 damage once per turn with a finesse or ranged weapon.
- Thieves' CantLevel 1
Otto knows the secret language of thieves, including coded marks, gestures, and slang used to conceal messages and identify criminal opportunities.
- ExpertiseLevel 1
Otto gains double proficiency with Stealth and thieves' tools. He later gains double proficiency with Perception and Sleight of Hand.
- Thief ArchetypeLevel 3
Otto has specialized as a Thief. He gains Fast Hands and Second-Story Work.
- Second-Story WorkLevel 3
Climbing no longer costs Otto extra movement, and he can make running jumps with a running start after moving only 5 feet.
- Ability Score ImprovementLevel 4
Otto increases his Dexterity by 2 through dedicated training and practice.
- ExpertiseLevel 6
Otto gains expertise in Perception and Sleight of Hand, doubling his proficiency bonus for those skills.
- LuckyHalflingWhen Otto rolls a 1 on an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll.
- BraveHalflingOtto has advantage on saving throws against being frightened.
- Halfling NimblenessHalflingOtto can move through the space of any creature that is of a size larger than his.
- Naturally StealthyHalflingOtto can attempt to hide even when obscured only by a creature at least one size larger than him.
- Small sizeHalflingOtto is Small and has a walking speed of 25 feet.
- Criminal ContactCriminal
Otto has a reliable and trustworthy contact within the criminal underworld who can provide information, pass messages, arrange meetings, or offer limited aid, though the contact cannot guarantee safety or success.
Gear
9 itemsWeapons
- RapierA finesse melee weapon with a slender blade.
- ShortbowA ranged weapon with a quiver holding 20 arrows.
- 2×DaggersLight blades suitable for close combat or throwing.
Armor
- Leather armorA light, flexible suit of hardened leather armor.
Tools
- CrowbarA sturdy iron bar useful for forcing open doors, crates, and shutters.
Gear
- 20×ArrowsAmmunition for Otto's shortbow.
- Burglar's packA pack containing a backpack, 10-foot length of rope, 5 torches, a tinderbox, 10 days of rations, a waterskin, and a crowbar.
- Dark common clothes with hoodA set of dark common clothes with a hood, designed to avoid attention.
Purse
- 15×Gold piecesA small pouch containing Otto's remaining starting currency.
Appearance
Otto is a wiry Lightfoot halfling with weathered olive skin, keen hazel eyes, and unruly chestnut hair that he keeps tucked beneath a patched hood. His clothes are practical, dark, and several sizes too large, altered with hidden pockets and reinforced seams. A narrow scar crosses his left eyebrow, and his small hands are callused from years of climbing, lockpicking, and hard travel. He wears a battered leather jerkin beneath his cloak and carries a rapier, shortbow, and several carefully balanced daggers.
Mannerisms
Otto constantly checks exits, windows, and the position of nearby valuables. He speaks quickly when nervous, pauses before entering any room, and habitually brushes dust from his sleeves after telling a lie. When thinking, he rolls a wooden button across his knuckles.
Personality
Otto is observant, quick-witted, and outwardly cheerful, using jokes and exaggerated politeness to hide how closely he studies everyone around him. He dislikes bullies and wealthy people who treat hunger as a moral failure. Though suspicious of strangers, he becomes fiercely loyal once someone proves dependable. He prefers clever escapes to direct fights, but he will risk himself without hesitation for a frightened child or a fellow halfling.
Ideals
No one should be abandoned because they are small, poor, or inconvenient. Freedom means little unless it includes the freedom to survive.
Bonds
Otto carries a small wooden button from his old village, and he has sworn to return with enough coin, food, and protection to keep the remaining halflings alive. He also seeks the hidden power behind the darkness that drove him away, believing the village can never be safe until that threat is defeated.
Flaws
Otto is quick to steal, lie, or break a law whenever he sees someone in need, even when patience or honesty would serve him better. He distrusts authority so deeply that he sometimes sabotages people who are genuinely trying to help. Hunger has left him fearful of waste, and he can become irrationally possessive of food, money, or anything he believes could protect his people.
Quirks
Background
Otto Baggins was born in a quiet halfling settlement surrounded by fields, orchards, and old stone fences. His people lived modestly but peacefully, sharing meals, repairing one another's roofs, and raising children who knew every footpath through the countryside. That peace ended when dark forces began moving through the region. Raiders, monstrous servants, and frightened soldiers turned the roads into killing grounds. Otto was blamed for trouble he did not cause after he was caught stealing food from a locked storehouse for starving families. Rather than let the town's leaders risk their own safety by sheltering him, they expelled him into the city.
“That peace ended when dark forces began moving through the region.”
- Background
- Criminal
Connections
Species
Halfling
Media
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