Reputation and Titles

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)