Secret Lesson 32
Alignment, Personality, and Character Details
Your character already has:
-
a Class
-
an Origin
-
a Background
-
a Species
-
Languages
-
Ability Scores
-
Ability Modifiers
But a playable character is more than a collection of statistics.
You also need to decide:
WHO THIS PERSON IS
One of the SRD's tools for describing that identity is:
ALIGNMENT
The SRD describes Alignment as a broad summary of a creature's:
ETHICAL ATTITUDES
and:
IDEALS
But Alignment is only one part of personality.
Your:
-
past
-
relationships
-
loyalties
-
experiences
-
motivations
can all help define how the character behaves.
PART ONE — WHAT IS ALIGNMENT?
Alignment is a shorthand description of a character's:
MORAL COMPASS
During character creation, choosing an Alignment is:
STEP 4
The system combines:
TWO FACTORS
FACTOR 1 — MORALITY
A creature can broadly be:
GOOD
EVIL
or:
NEUTRAL
FACTOR 2 — ATTITUDE TOWARD ORDER
A creature can broadly be:
LAWFUL
CHAOTIC
or:
NEUTRAL
COMBINING THE TWO FACTORS
The two dimensions create:
NINE ALIGNMENTS
They are:
LAWFUL GOOD — LG
NEUTRAL GOOD — NG
CHAOTIC GOOD — CG
LAWFUL NEUTRAL — LN
NEUTRAL — N
CHAOTIC NEUTRAL — CN
LAWFUL EVIL — LE
NEUTRAL EVIL — NE
CHAOTIC EVIL — CE
ALIGNMENT IS BROAD
The SRD makes an important point:
THESE DESCRIPTIONS REPRESENT TYPICAL BEHAVIOR
Individual creatures can:
VARY
from those descriptions.
So Alignment is not a script controlling every action.
It is a:
BROAD CHARACTERIZATION
of values and tendencies.
ALIGNMENT DOES NOT MEAN PERFECT CONSISTENCY
A Lawful Good character does not have to make the same type of decision every time.
A Chaotic Neutral character does not have to behave randomly every minute.
A Neutral Good character can occasionally follow a strict rule.
Alignment summarizes a general pattern rather than replacing:
CHARACTER PERSONALITY
CIRCUMSTANCES
DECISION-MAKING
THE NINE ALIGNMENTS
Now let's examine every Alignment in the SRD.
1. LAWFUL GOOD — LG
Lawful Good creatures try to:
DO WHAT IS RIGHT
in the way society expects.
The SRD gives the example of someone who:
-
fights injustice
-
protects innocent people
-
does so without hesitation
LAWFUL GOOD — CORE IDEA
GOOD + ORDER
Such a character might place importance on:
-
justice
-
responsibility
-
duty
-
laws
-
honorable institutions
when those systems serve what the character sees as good.
EXAMPLE CHARACTER CONCEPT
A knight who believes civilization survives only when honorable people uphold just laws.
The character may think:
“DO THE RIGHT THING, AND DO IT HONORABLY.”
2. NEUTRAL GOOD — NG
Neutral Good creatures try to:
DO THE BEST THEY CAN
They may work within rules but don't necessarily feel completely bound by them.
NEUTRAL GOOD — CORE IDEA
GOOD FIRST
Rules can be useful.
Freedom can be useful.
But helping others is more important than rigid loyalty to either extreme.
EXAMPLE
A healer follows the law when possible.
But if breaking a rule is necessary to save an innocent person:
THE PERSON MATTERS MORE THAN THE RULE
3. CHAOTIC GOOD — CG
Chaotic Good creatures tend to follow:
THEIR CONSCIENCE
with relatively little concern for what others expect.
The SRD gives the example of a rebel who steals the tax money of a cruel baron and uses it to help poor people.
CHAOTIC GOOD — CORE IDEA
GOOD + PERSONAL FREEDOM
A Chaotic Good character may distrust:
-
oppressive laws
-
corrupt authorities
-
rigid traditions
when those things prevent people from doing what is right.
EXAMPLE
A rebel hero who breaks unjust laws to protect ordinary people.
The character might believe:
“A LAW ISN'T GOOD JUST BECAUSE SOMEONE WROTE IT.”
4. LAWFUL NEUTRAL — LN
Lawful Neutral characters act according to:
-
law
-
tradition
-
personal codes
The SRD describes someone who follows a disciplined way of life without being easily moved either by:
-
people in need
-
temptations toward evil
as a possible Lawful Neutral example.
LAWFUL NEUTRAL — CORE IDEA
ORDER, DUTY, OR CODE
The central concern isn't necessarily:
GOOD
or:
EVIL
Instead, the character may value:
-
structure
-
obligation
-
discipline
-
tradition
-
procedure
EXAMPLE
A judge who believes the stability of the legal system matters more than personal feelings about individual cases.
5. NEUTRAL — N
Neutral characters generally prefer to avoid taking strong sides in moral or ethical debates.
The SRD describes Neutral characters as people who:
DO WHAT SEEMS BEST AT THE TIME
and may simply have little interest in moral debate.
NEUTRAL — CORE IDEA
PRAGMATISM OR NONCOMMITMENT
A Neutral character might not strongly identify with:
-
Good
-
Evil
-
Law
-
Chaos
Instead, circumstances may matter more.
EXAMPLE
A practical traveler who tries to survive, protect friends, and make reasonable decisions without building their entire worldview around morality or ideology.
6. CHAOTIC NEUTRAL — CN
Chaotic Neutral creatures tend to:
FOLLOW THEIR WHIMS
and place great value on:
PERSONAL FREEDOM
The SRD gives the example of a wandering scoundrel surviving by their wits.
CHAOTIC NEUTRAL — CORE IDEA
FREEDOM FIRST
The character may dislike:
-
restrictions
-
obligations
-
authority
-
rigid expectations
without necessarily being committed to either Good or Evil.
IMPORTANT
Chaotic Neutral does not mean:
“DO COMPLETELY RANDOM THINGS”
The SRD describes valuing personal freedom, not behaving without personality or reason.
7. LAWFUL EVIL — LE
Lawful Evil creatures pursue what they want:
METHODICALLY
within the boundaries of:
-
codes
-
traditions
-
loyalty
-
systems of order
The SRD gives the example of an aristocrat exploiting citizens while scheming for power.
LAWFUL EVIL — CORE IDEA
SELFISH OR HARMFUL GOALS + STRUCTURE
Such a character might use:
-
hierarchy
-
contracts
-
institutions
-
law
-
discipline
to gain or maintain power.
EXAMPLE
A tyrant who keeps every promise precisely but writes those promises so that everyone else loses.
8. NEUTRAL EVIL — NE
Neutral Evil describes creatures who are:
UNBOTHERED BY THE HARM THEY CAUSE
while pursuing what they want.
The SRD gives the example of a criminal who robs and kills freely in pursuit of personal desires.
NEUTRAL EVIL — CORE IDEA
SELF-INTEREST WITHOUT MORAL CONCERN
Rules might be useful.
Freedom might be useful.
Neither matters as much as:
GETTING WHAT THE CHARACTER WANTS
EXAMPLE
A mercenary who will betray almost anyone when the reward is high enough.
9. CHAOTIC EVIL — CE
Chaotic Evil creatures act with:
ARBITRARY VIOLENCE
driven by things such as:
-
hatred
-
bloodlust
The SRD gives the example of a villain seeking:
-
vengeance
-
destruction
-
havoc
CHAOTIC EVIL — CORE IDEA
DESTRUCTIVE SELF-WILL
Such a character may reject both:
MORAL RESTRAINT
and:
ORDER
PLAYER CHARACTERS AND EVIL ALIGNMENTS
The SRD makes a specific assumption:
PLAYER CHARACTERS AREN'T ASSUMED TO BE EVIL
If you want to create an Evil character:
CHECK WITH YOUR GM
WHY CHECK WITH THE GM?
The SRD does not provide a special mechanical penalty for choosing Evil here.
Instead, this is a:
CAMPAIGN EXPECTATION
Your character's Alignment should fit the kind of group and story the GM is running.
ALIGNMENT REFERENCE GRID
| Lawful | Neutral | Chaotic | |
|---|---|---|---|
| Good | Lawful Good | Neutral Good | Chaotic Good |
| Neutral | Lawful Neutral | Neutral | Chaotic Neutral |
| Evil | Lawful Evil | Neutral Evil | Chaotic Evil |
This is the classic:
3 × 3 ALIGNMENT STRUCTURE
PART TWO — UNALIGNED CREATURES
Not every creature has an Alignment.
The SRD states that most creatures lacking the capacity for:
RATIONAL THOUGHT
are:
UNALIGNED
EXAMPLE — SHARK
The SRD uses a shark as the example.
A shark is:
A SAVAGE PREDATOR
but that doesn't make it morally:
EVIL
Instead:
IT IS UNALIGNED
DANGEROUS DOES NOT MEAN EVIL
This is an important distinction.
A creature can:
-
attack
-
kill prey
-
defend territory
-
behave violently
without having a moral Alignment.
If it lacks the rational capacity required for that moral framework:
UNALIGNED
may be appropriate.
ALIGNMENT VS. UNALIGNED
Neutral
Is an:
ALIGNMENT
Unaligned
Means the creature:
DOESN'T HAVE AN ALIGNMENT
These aren't the same thing.
PART THREE — PERSONALITY
The Character Creation section does not give player characters a separate mechanical:
“PERSONALITY SCORE”
or a required personality-stat system.
Instead, the SRD encourages you to develop personality through the character's:
PAST AND PRESENT
using Background and Species as inspiration.
WHERE PERSONALITY COMES FROM
Think about:
WHO RAISED YOU?
WHO WAS YOUR CLOSEST CHILDHOOD FRIEND?
DID YOU HAVE A PET?
HAVE YOU FALLEN IN LOVE?
DID YOU JOIN AN ORGANIZATION?
ARE YOU STILL PART OF IT?
WHAT FROM YOUR PAST MAKES YOU ADVENTURE NOW?
These are the specific kinds of questions the SRD suggests.
PERSONALITY IS MORE THAN ALIGNMENT
Consider two characters who are both:
LAWFUL GOOD
One could be:
-
cheerful
-
forgiving
-
idealistic
-
diplomatic
The other could be:
-
stern
-
disciplined
-
suspicious
-
uncompromising
Same Alignment.
Very different personalities.
EXAMPLE
Character A:
CHAOTIC GOOD
Personality:
-
humorous
-
compassionate
-
impulsive
-
deeply loyal to friends
Character B:
CHAOTIC GOOD
Personality:
-
quiet
-
suspicious of authority
-
patient
-
determined to protect the powerless
The Alignment describes a broad ethical direction.
It does not determine every personality trait.
BUILDING PERSONALITY FROM BACKGROUND
Suppose your character has the:
SOLDIER BACKGROUND
You might ask:
-
Did military life make you disciplined?
-
Did it make you cynical?
-
Did you love the camaraderie?
-
Did you hate authority?
-
Are you proud of your service?
-
Did something happen that made you leave?
The Background provides:
A STARTING POINT
Your answers define the character.
BUILDING PERSONALITY FROM SPECIES
Species can also inspire your history, but the SRD encourages you to:
IMAGINE YOUR PARTICULAR CHARACTER'S PAST
rather than assume every member of a Species has the same personality.
RELATIONSHIPS CREATE PERSONALITY
A useful character isn't defined only by:
“WHAT AM I LIKE?”
Also ask:
“WHO MATTERS TO ME?”
Potential relationships include:
-
family
-
childhood friends
-
romantic partners
-
teachers
-
rivals
-
comrades
-
religious communities
-
guilds
-
former employers
The SRD explicitly prompts several of these relationship questions.
ORGANIZATIONS
Your character might have belonged to:
A GUILD
A RELIGION
or another organization.
Then decide:
ARE YOU STILL A MEMBER?
This single question can create many story possibilities.
EXAMPLE
You once belonged to a temple.
Possible answers:
Still loyal
You adventure on the temple's behalf.
Left peacefully
You still have friends there.
Expelled
You may resent its leaders.
Escaped
The organization may still be searching for you.
Same original organization.
Four very different characters.
MOTIVATION FOR ADVENTURE
One of the SRD's most useful character questions is:
WHAT ELEMENTS OF YOUR PAST INSPIRE YOU TO GO ON ADVENTURES NOW?
WHY THIS QUESTION MATTERS
A character needs a reason to participate in the campaign.
Possible motivations could include:
-
duty
-
curiosity
-
revenge
-
discovery
-
protecting others
-
wealth
-
redemption
-
loyalty
-
ambition
Those specific examples are narrative possibilities rather than a fixed SRD list.
The SRD requirement is simply to use the character's past as inspiration for:
WHY THEY ADVENTURE NOW
SIMPLE MOTIVATION EXAMPLE
Background:
SAGE
Past:
You discovered references to a forgotten city.
Present motivation:
FIND THE CITY
You now have an immediate reason to explore dangerous places.
RELATIONSHIP-BASED MOTIVATION
Background:
SOLDIER
Past:
Your closest friend disappeared during a campaign.
Present motivation:
DISCOVER WHAT HAPPENED
That connection can immediately give the GM material for adventures.
PART FOUR — CHARACTER DETAILS
After choosing Alignment, the SRD moves to:
STEP 5 — CHARACTER CREATION DETAILS
This is where you fill in the remaining information on the character sheet.
RECORD CLASS FEATURES
The first instruction is to look at your Class's feature table and record:
YOUR LEVEL 1 FEATURES
If those features offer choices:
MAKE THOSE CHOICES
EXAMPLE
A Class feature might ask you to choose:
-
a particular option
-
a Fighting Style
-
a sacred role
-
another Class-specific choice
Your character isn't complete until the required choices have been made.
MECHANICAL DETAILS
Step 5 also has you fill in important numbers such as:
SAVING THROWS
SKILLS
PASSIVE PERCEPTION
HIT POINTS
HIT DICE
INITIATIVE
ARMOR CLASS
ATTACKS
SPELLCASTING STATISTICS
These calculations are part of finishing the character.
We introduced them in Lesson 28.
Several will be examined more deeply in the next lessons.
NARRATIVE DETAILS AND MECHANICAL DETAILS WORK TOGETHER
A completed character therefore has two broad kinds of information.
MECHANICAL IDENTITY
Things such as:
-
Class
-
Ability Scores
-
Proficiencies
-
AC
-
HP
-
attacks
-
spells
NARRATIVE IDENTITY
Things such as:
-
Alignment
-
personal history
-
relationships
-
organizations
-
motivation
-
personality
Neither side replaces the other.
Together they create:
THE PLAYER CHARACTER
COMPLETE CHARACTER IDENTITY EXAMPLE
Let's imagine:
Class:
PALADIN
Background:
SOLDIER
Species:
HUMAN
Alignment:
LAWFUL GOOD
PAST
Who raised you?
YOUR GRANDPARENTS
Who was your childhood friend?
ANOTHER FUTURE SOLDIER
Organization?
A ROYAL MILITARY ORDER
Still a member?
NO
Why adventure?
YOUR FORMER COMMANDER WAS FRAMED FOR TREASON
PERSONALITY
Perhaps the character is:
-
disciplined
-
polite
-
loyal
-
uncomfortable with dishonesty
-
protective of ordinary soldiers
ALIGNMENT
Lawful Good reflects the broad tendency to:
DO WHAT IS RIGHT WITHIN A SENSE OF DUTY AND ORDER
But the specific:
-
loyalty
-
manners
-
discomfort with lies
-
military relationships
come from the character's individual personality and history.
SECOND EXAMPLE
Class:
ROGUE
Background:
CRIMINAL
Species:
HALFLING
Alignment:
CHAOTIC GOOD
PAST
Raised by:
AN OLDER SIBLING
Childhood friend:
A LOCAL STREET PERFORMER
Former organization:
A THIEVES' GUILD
Still a member?
NO
Motivation:
STEAL BACK WHAT THE GUILD TOOK FROM POOR FAMILIES
PERSONALITY
-
sociable
-
distrustful of authority
-
generous
-
jokes when nervous
-
fiercely protective of friends
Again:
ALIGNMENT IS ONLY ONE PART OF THE CHARACTER
ALIGNMENT QUESTIONS
If you're unsure which Alignment fits, ask two questions.
QUESTION 1
When morality matters, does the character generally lean toward:
GOOD
NEUTRAL
or:
EVIL?
QUESTION 2
When rules, authority, and freedom matter, does the character generally lean toward:
LAWFUL
NEUTRAL
or:
CHAOTIC?
Combine the answers.
EXAMPLE
Good + Lawful:
LAWFUL GOOD
Good + Chaotic:
CHAOTIC GOOD
Neutral morality + Lawful:
LAWFUL NEUTRAL
Evil + Neutral toward order:
NEUTRAL EVIL
DON'T FORCE AN ALIGNMENT BEFORE YOU KNOW THE CHARACTER
You can also think about:
-
values
-
history
-
relationships
-
motivation
first.
Then ask:
WHICH ALIGNMENT BEST SUMMARIZES THIS PERSON?
The Alignment can follow the concept rather than creating the entire concept.
ALIGNMENT IS NOT A SUBSTITUTE FOR ROLEPLAYING
Simply writing:
NEUTRAL GOOD
doesn't tell the table:
-
how your character speaks
-
what frightens them
-
who they love
-
what they regret
-
why they adventure
-
whether they are patient
-
whether they have a sense of humor
Those details come from:
YOUR CHARACTERIZATION
ROLEPLAYING CONSISTENCY
A useful approach is to decide a few stable ideas.
For example:
VALUE
“People deserve a second chance.”
RELATIONSHIP
“I will never abandon my younger brother.”
MOTIVATION
“I need to discover who destroyed my village.”
PERSONAL HABIT
“I always try diplomacy before violence.”
These details can make decisions at the table easier.
They are examples of roleplaying development, not mandatory SRD mechanical fields.
IMPORTANT SOURCE DISTINCTION
The SRD 5.2.1 explicitly provides:
-
the nine Alignments
-
the Unaligned concept
-
questions about your past
-
organizations and relationships
-
motivation for adventuring
-
instructions to fill in remaining character details
It does not establish a separate mandatory numerical personality system in this Character Creation section.
Therefore:
PERSONALITY IS PRIMARILY NARRATIVE HERE
while Alignment is the formal shorthand supplied by the rules.
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING ALIGNMENT CONTROLS EVERY ACTION
The SRD says the descriptions represent:
TYPICAL BEHAVIOR
and individuals can differ.
MISTAKE 2 — THINKING LAWFUL MEANS “OBEYS EVERY LAW”
Lawful alignment broadly concerns attitudes toward:
ORDER
The SRD descriptions also reference:
-
tradition
-
codes
-
disciplined ways of life
not only government law.
MISTAKE 3 — THINKING CHAOTIC NEUTRAL MEANS RANDOM
The SRD emphasizes:
PERSONAL FREEDOM
not random behavior.
MISTAKE 4 — THINKING NEUTRAL AND UNALIGNED ARE THE SAME
NEUTRAL
is one of the nine Alignments.
UNALIGNED
means the creature lacks an Alignment.
MISTAKE 5 — CALLING A PREDATORY ANIMAL EVIL AUTOMATICALLY
The SRD explicitly uses the shark to show that a savage predator can be:
UNALIGNED
rather than Evil.
MISTAKE 6 — MAKING AN EVIL PC WITHOUT TALKING TO THE GM
The SRD asks you to:
CHECK WITH YOUR GM
before creating an Evil player character.
MISTAKE 7 — USING ALIGNMENT AS THE ENTIRE PERSONALITY
Two characters can share an Alignment while having completely different:
-
histories
-
relationships
-
motivations
-
temperaments
MISTAKE 8 — IGNORING YOUR CHARACTER'S PAST
The SRD specifically encourages you to think about:
-
who raised you
-
childhood relationships
-
organizations
-
love
-
motivation for adventure
MISTAKE 9 — CREATING A BACKSTORY WITH NO REASON TO ADVENTURE
One of the SRD's explicit prompts is:
WHAT IN YOUR PAST INSPIRES YOU TO ADVENTURE NOW?
MISTAKE 10 — FORGETTING TO COMPLETE CLASS FEATURE CHOICES
Step 5 tells you to:
RECORD LEVEL 1 CLASS FEATURES
and make any choices those features offer.
LESSON 32 — KEY TAKEAWAYS
ALIGNMENT IS
A BROAD DESCRIPTION OF ETHICAL ATTITUDES AND IDEALS
IT COMBINES TWO FACTORS
MORALITY
GOOD
NEUTRAL
EVIL
and:
ATTITUDE TOWARD ORDER
LAWFUL
NEUTRAL
CHAOTIC
THE NINE ALIGNMENTS ARE
LAWFUL GOOD
NEUTRAL GOOD
CHAOTIC GOOD
LAWFUL NEUTRAL
NEUTRAL
CHAOTIC NEUTRAL
LAWFUL EVIL
NEUTRAL EVIL
CHAOTIC EVIL
ALIGNMENT DESCRIBES TYPICAL BEHAVIOR
Individuals:
CAN VARY
EVIL PLAYER CHARACTERS
The game assumes PCs aren't Evil.
Before choosing an Evil Alignment:
CHECK WITH THE GM
UNALIGNED
Creatures without the capacity for rational moral thinking may have:
NO ALIGNMENT
The SRD's example is:
A SHARK
PERSONALITY
The SRD encourages you to build personality through:
PAST
RELATIONSHIPS
ORGANIZATIONS
MOTIVATION
CHARACTER DETAILS
After Alignment:
COMPLETE THE REST OF YOUR CHARACTER SHEET
including Class Features and remaining mechanical statistics.
NEXT LESSON
LESSON 33 — SIZE, SPEED, AND OTHER CHARACTER STATISTICS
Your character now has:
-
an identity
-
a moral outlook
-
a history
-
motivations
-
Ability Scores
Next we focus on several important statistics that determine how your character exists physically within the game world.
In Lesson 33, we will study:
SIZE
-
Tiny
-
Small
-
Medium
-
Large
-
Huge
-
Gargantuan
-
the space associated with each Size
-
how Species determines character Size
-
how Size interacts with creature spaces
-
Size differences in Grappling, Shoving, and movement
SPEED
-
what Speed represents
-
Species and Speed
-
movement on a turn
-
special Speeds
-
Speed 0
-
how Speed interacts with Difficult Terrain and other rules
and other important character statistics and sheet values connected to your character's physical presence in the game.
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.