Embark on an intriguing journey to discover your moral and ethical compass with our DnD Alignment Test. This quiz is crafted to delve deep into your personality, revealing which of the classic Dungeons & Dragons alignments best represents your character traits. Whether you are lawful good, chaotic evil, or anywhere in between, this test will provide a clear and insightful look at where you stand in the DnD moral universe.
Perfect for both seasoned players and those new to the world of Dungeons & Dragons, this quiz helps you understand not just your own alignment, but also aids in creating Read morecharacters for your campaigns. Wondering What Alignment Is My DnD Character? Look no further! This test will guide you through a series of scenarios and choices that reflect common in-game decisions, helping you to align your role-play with your true character traits.
Simple and pure
Short-tempered
Kind
Helpful
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Stab my friend and take something of interest. Everyone dies at some point anyway, I guess.
Die in place of my friend.
Kill my friend slowly and painfully to compensate for all the times they have betrayed me. Finally, no one has to hear their shrill voice again.
Let them be killed by the criminal to preserve themselves.
Kill the friend myself to try and make it as painless as possible, but I always feel guilty about it. I'd then most likely refuse the offer or very guiltily take it.
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Walk on. It doesn't concern me.
Cheer the bully on, perhaps asking the bullied child to act more intimidating.
Stop the bully and see he is brought to justice with an according punishment.
Watch and take small pleasure from it, but do not interfere.
Stop the bully and lecture him about what he is doing is wrong.
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Heal the man as best I can with whatever is on me.
Call for help, not wanting to do anything to the wound if you worsen it.
Comfort and try to calm him down but not interfere with the wound.
Walk by him and assume he probably deserved it.
Laugh, kick him about, and make him wish he were dead.
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Join the battle for your home. However, if things start to look grim -- flee.
Work as a double agent and spy for the invaders.
Defend my hometown until my last breath.
Cause as much carnage as possible for both sides.
Keep out of it. Fate will take its course.
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Destruction and chaos, and I am the Archduke of it all.
Having good neighbors, no one too noisy or bothersome, I can live peacefully.
Everyone should be equally powerful and wealthy, so no one rules over another.
War and fighting to stop.
To become the ruler of a province so I may have power and wealth and manipulate people with it.
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Make a toast in good health and thank the servant for pouring the drinks (and not giving away that you knew it was poisoned) as everyone in the union takes a sip.
Let the ruler drink it. You reap what you sow.
Make subtle gestures not to drink the poison, but not go out of my way to stop it.
I couldn't care who dies, just as long as someone does. Dinner parties are rather dull without a who-done-it.
Warn the ruler of the poison.
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Eat the food in front of them while making direct eye contact.
Give up all my food and give it to those in need.
Share food with the others, but feed yourself too.
Keep yourself alive as much as you might want to help them.
Don't taunt them with it; eat it as usual and not feel guilty about it.
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They do not care. They can think about what they like.
Seek forgiveness and try to change your ways.
Suffocate them in their sleep.
Manipulate them into thinking they are a terrible person for believing such a thing.
Hear what they are saying, but you choose your path.
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Not take anything, it isn't rightfully mine, and he probably has a family to feed.
Steal from the rich to give to the needy.
Not care and walk past.
Take all his goods and keep them for me.
Take some goods if I need them. Otherwise, ignore the stand.
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Use the artifact for myself, the power is worth the risk of a curse.
Destroy the artifact; it’s too dangerous to exist.
Keep it safe and hidden; such power should not be used lightly.
Sell it to the highest bidder, regardless of the curse.
Study the artifact to learn more about its powers and origins.
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Decline the offer, my loyalty is not for sale.
Take the money; my friend would understand it’s just business.
Trick the one who made the offer, protecting my friend and keeping the money.
Ignore the offer and warn my friend about the threat.
Consider it, but ultimately the decision depends on the circumstances.
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Jump into the fray and help defend the village.
Negotiate with the bandits to find a peaceful solution.
Sneak the villagers out while the bandits are distracted.
Watch from a distance; getting involved is too risky.
Help the bandits in exchange for a share of the loot.
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Learn the spell; the potential to save lives outweighs the rules.
Refuse to learn it; forbidden means too dangerous.
Learn the spell, but keep it a secret until it’s absolutely necessary.
Report the existence of the spell to authorities and let them decide.
Use the knowledge of the spell to gain leverage over others.
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Lead the group safely through the territory.
Use this knowledge to demand a higher share of any treasure found.
Keep the path secret, only revealing it if my leadership is acknowledged.
Abandon the group, ensuring my own safety first.
Mislead the group to test their survival skills.
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