Often times our heroes and villains don’t gain the recognition they deserver. Here are some created tables to help reflect that within the world.
Earning Reputation
- Heroic Deeds: Defeating powerful monsters, saving lives, foiling villainous plots. The bigger the threat and the more people saved, the greater the reputation gain.
- Example: Saving a village from goblins might grant local renown, while slaying a dragon menacing a kingdom could bring national fame.
- Acts of Charity and Kindness: Helping the needy, donating to good causes, performing selfless acts. These actions build a positive reputation over time.
- Example: Regularly providing food to the poor in a city might earn you a local reputation for generosity.
- Leadership and Service: Leading groups, serving in official positions, inspiring others. This can lead to widespread recognition.
- Example: Successfully leading a military campaign could bring national recognition, while serving as a wise and just ruler might grant global fame.
Earning Infamy
- Criminal Acts: Theft, murder, assault, and other crimes. The severity of the crime and who it impacts affect the level of infamy.
- Example: Stealing from a local shop might bring local infamy, while assassinating a king could bring national notoriety.
- Cruelty and Evil Deeds: Harming innocents, spreading fear and suffering, serving evil forces. The more people harmed, the greater the infamy.
- Example: Terrorizing a village might cause local infamy, while unleashing a plague upon the land could bring global notoriety.
- Betrayal and Treachery: Breaking oaths, betraying allies, acting against the public good. These actions can quickly destroy a reputation and create infamy.
- Example: Betraying a king and joining his enemies could bring national infamy.
Titles for Reputation Levels
These can add flavor and help players visualize their standing in the world. Here are some ideas:
Level | Title |
---|---|
1 | Local Hero |
2 | Town Guardian |
3 | Regional Champion |
4 | Protector of the Realm |
5 | National Hero |
6 | Living Legend |
7 | Savior of the World |
Titles for Infamy Levels
Level | Title |
---|---|
1 | Local Troublemaker |
2 | Town Scourge |
3 | Regional Menace |
4 | Enemy of the People |
5 | National Villain |
6 | The Despised |
7 | Scourge of the World |
Important Considerations:
- Character Actions: The system should be flexible enough to account for a wide range of actions.
- DM Discretion: Ultimately, you as the DM have the final say on how much reputation or infamy a character gains.
- Campaign Setting: Consider the specific culture and values of your Oerth campaign when determining the impact of actions.
Reputation Benefits Against Enemies
Level | Benefit | Description |
---|---|---|
1 (Local Hero) | Minor Advantage | Enemies might hesitate slightly before attacking, or locals might offer minor assistance in a fight. |
2 (Town Guardian) | Improved Morale | Allies fighting alongside the character gain a +1 bonus to morale checks and saving throws against fear. |
3 (Regional Champion) | Weakened Resolve | Enemies who know the character’s reputation have disadvantage on saving throws against charm and fear effects. |
4 (Protector of the Realm) | Tactical Advantage | Local guards or soldiers might arrive to assist the character in combat. |
5 (National Hero) | Inspiring Presence | Allies within sight of the character gain advantage on saving throws against being charmed or frightened. |
6 (Living Legend) | Formidable Reputation | Some enemies might refuse to fight the character or attempt to surrender instead. |
7 (Savior of the World) | Awe-Inspiring Aura | Enemies have disadvantage on attack rolls against the character, and must succeed on a Wisdom saving throw or be frightened. |
(While infamy generally has negative consequences, there can be some tactical advantages…)
Level | Benefit | Description |
---|---|---|
1 (Local Troublemaker) | Underestimation | Enemies might underestimate the character, leading to tactical mistakes. |
2 (Town Scourge) | Intimidation | Enemies might be more easily intimidated, making them more likely to flee or surrender. |
3 (Regional Menace) | Sowing Fear | Enemies might be more likely to become frightened or demoralized when facing the character. |
4 (Enemy of the People) | Ruthless Reputation | Enemies might be less likely to show mercy or take prisoners when fighting the character. |
5 (National Villain) | Psychological Warfare | The character’s reputation can be used to spread fear and discord among enemy ranks. |
6 (The Despised) | Target of Opportunity | Enemies might be so focused on the character that they neglect other threats. |
7 (Scourge of the World) | Fearsome Presence | Enemies have disadvantage on saving throws against fear effects caused by the character. |
Important Notes:
- These benefits are in addition to any social or other advantages gained from reputation and infamy.
- The DM should use their judgment in applying these benefits, depending on the specific situation and the enemies involved.
- Some benefits might be more or less effective depending on the type of enemy. For example, a mindless undead creature would be immune to fear effects, but might still be affected by an awe-inspiring aura.
Title | Requirement | Bonus |
---|---|---|
Monster Slayer Titles | ||
Slayer of Goblins | Slay 100 goblins | +1 to damage rolls against goblins and goblinoids |
Slayer of Orcs | Slay 75 orcs | +1 to attack rolls against orcs and orc variants |
Slayer of Gnolls | Slay 50 gnolls | +1 to attack rolls and damage against gnolls and gnoll variants |
Slayer of Trolls | Slay 25 trolls | Resistance to piercing damage from trolls |
Slayer of Giants | Slay 10 giants | Advantage on Strength (Athletics) checks to grapple or shove giants |
Slayer of Dragons | Slay 3 dragons | +1 to saving throws against dragon breath attacks |
Slayer of [Specific Monster] | Slay a unique and powerful monster designated by the DM | Gain a unique item or ability related to the slain monster (DM discretion) |
Feats of Power Titles | ||
The Ironclad | Successfully withstand 100 points of damage in a single encounter | +1 to AC against nonmagical physical attacks |
The Unbreakable | Succeed on 10 consecutive saving throws against restraint/incapacitation | Advantage on saving throws against effects that would restrain or incapacitate |
The Mountain | Grapple and pin a Huge or larger creature | Gain advantage on Strength (Athletics) checks made to grapple |
The Colossus | Lift and move an object weighing at least 1,000 pounds | Double your carrying capacity |
The Swift Blade | Hit with 5 attacks in a single round | Gain an extra attack when you take the Attack action on your first turn in combat |
The Unerring Arrow | Hit 3 different creatures with ranged attacks in a single round | Ignore the disadvantage imposed by long range on ranged attack rolls |
The Shadow Walker | Remain undetected for 10 hours in a heavily guarded area | Gain advantage on Dexterity (Stealth) checks |
The Master Tactician | Lead allies to victory in a challenging battle with minimal casualties | Allies gain a +1 bonus to initiative rolls |
The Archmage | Cast a 9th-level spell | +1 to spell attack rolls and +1 to the DC of your spell saving throws |
The Spellbreaker | Counterspell 5 spells in a single encounter | Gain advantage on counterspell (constitution per 2024 rules) checks |
The Weaver of Magic | Cast 20 spells in a single day | Regain one spell slot of 5th level or lower at the end of a short rest |
The Summoner | Summon and control 100 creatures | Increase the duration of your conjuration spells by 1 hour |
Other Titles | ||
The Pathfinder | Discover and map a previously unknown region | Gain advantage on Wisdom (Survival) checks made to navigate wilderness terrain |
The Trailblazer | Navigate a treacherous and uncharted route | Difficult terrain doesn’t cost you extra movement |
The Explorer | Discover 10 new locations of interest | Gain advantage on Intelligence (History) checks related to ancient civilizations and ruins |
The Cartographer | Create a detailed map of a large region | You can always recall the general layout of any terrain you have mapped |
The Peacemaker | Negotiate a peace treaty between warring factions | Gain advantage on Charisma (Persuasion) checks made to prevent or end conflict |
The Negotiator | Resolve a major conflict without violence | Gain proficiency in the Charisma (Persuasion) skill to resolve conflicts |
The Diplomat | Establish diplomatic relations with a new faction | Gain advantage on Charisma (Persuasion) checks made when interacting with diplomats and dignitaries |
The Unifier | Unite separate factions under a common banner | Gain advantage on Charisma (Leadership) checks made to influence groups of people |
The Lionheart | Overcome a significant personal fear | Gain advantage on saving throws against fear effects |
The Fearless | Face a dangerous situations without fear (win 10 saves versus fear) | Immunity to the frightened condition for 1 hour once per day |
The Bold | Take a daring action that pays off | Gain advantage on one attack roll, ability check, or saving throw once per day (your choice) |
The Valiant | Perform an act of exceptional bravery | +1 to hit points per character level |
Important Notes:
- These bonuses are designed to be significant but not game-breaking.
- Feel free to adjust the bonuses to fit your campaign’s power level.
- Consider offering a variety of bonuses, such as magical items, access to special training, or influence within certain organizations.
- Make sure the bonuses are relevant to the title and the character’s accomplishments.
Feel free to use for your own campaigns. Please give credit when referencing information from this page:
Created By: DM H
Children of Chaos: https://www.children-of-chaos.com/our-version-of-oerth/homebrew/reputation-and-titles/
Titles and Tracking Form Fillable (PDF)