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What Kind of D&D Character Are You

Cool, a wizard :D

True Neutral Human Wizard (1st Level)


Ability Scores:
Strength- 15
Dexterity- 17
Constitution- 15
Intelligence- 18
Wisdom- 15
Charisma- 17

Alignment:
True Neutral- A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment because it represents apathy, indifference, and a lack of conviction.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:
Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
 
Carefully not commenting the quiz itself nor the result

Lawful Good Human Cleric (2nd Level)

Ability Scores:
Strength- 14
Dexterity- 12
Constitution- 15
Intelligence- 18
Wisdom- 13
Charisma- 14

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (35)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (34)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil ----- XXXXXXXXXXXXXXXXXXXX (20)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXX (4)

Law & Chaos:
Law ----- XXXXXXXXXXXXXXXXXXX (19)
Neutral - XXXXXXXX (8)
Chaos --- XXX (3)

Good & Evil:
Good ---- XXXXXXXXXXXXXXXX (16)
Neutral - XXXXXXXXXXXXXXX (15)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XXXX (4)

Class:
Barbarian - (-25)
Bard ------ (-25)
Cleric ---- XXXXXXXX (8)
Druid ----- (-23)
Fighter --- (-4)
Monk ------ XXXX (4)
Paladin --- XX (2)
Ranger ---- (0)
Rogue ----- (-6)
Sorcerer -- XX (2)
Wizard ---- XXXX (4)
 
Neutral Evil Human Wizard/Rogue (2nd/1st Level)

Ability Scores:
Strength- 11
Dexterity- 11
Constitution- 12
Intelligence- 17
Wisdom- 14
Charisma- 13

Alignment:
Neutral Evil- A neutral evil villain does whatever he can get away with. He is out for himself, pure and simple. He sheds no tears for those he kills, whether for profit, sport, or convenience. He has no love of order and holds no illusion that following laws, traditions, or codes would make him any better or more noble. On the other hand, he doesn't have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Neutral evil is the best alignment you can be because you can advance yourself without regard for others. However, neutral evil can be a dangerous alignment because it represents pure evil without honor and without variation.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Primary Class:
Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.

Secondary Class:
Rogues- Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes 'fake it' well enough to cast spells from scrolls, activate wands, and use just about any other magic item.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXX (6)
Neutral Good ---- XXXXXXXXXX (10)
Chaotic Good ---- XXXXXXXXXX (10)
Lawful Neutral -- XXXXXXXXXXXXX (13)
True Neutral ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Neutral - XXXXXXXXXXXXXXXXX (17)
Lawful Evil ----- XXXXXXXXXXXXXXXXXXXX (20)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)

Law & Chaos:
Law ----- XXXXX (5)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXXXX (9)

Good & Evil:
Good ---- X (1)
Neutral - XXXXXXXX (8)
Evil ---- XXXXXXXXXXXXXXX (15)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXX (8)
Halfling - XXXX (4)
Half-Elf - XXXXXXX (7)
Half-Orc - XXXX (4)

Class:
Barbarian - (-4)
Bard ------ (0)
Cleric ---- (0)
Druid ----- (-8)
Fighter --- (0)
Monk ------ (-23)
Paladin --- (-21)
Ranger ---- (-4)
Rogue ----- XXXXXX (6)
Sorcerer -- XXXXXX (6)
Wizard ---- XXXXXX (6)
 
You Are A:



Chaotic Good Human Wizard (3rd Level)


Ability Scores:
Strength- 12
Dexterity- 13
Constitution- 15
Intelligence- 18
Wisdom- 16
Charisma- 11
Alignment:
Chaotic Good- A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good can be a dangerous alignment because it disrupts the order of society and punishes those who do well for themselves.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:
Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.


I took the test once before a week ago and got a Neutral Good Druid/Sorceror, but I didn't save the results. :p
Chaotic Good fits my personality better anyways.
 
You Are A:


Neutral Evil Human Fighter/Wizard (2nd/1st Level)



Ability Scores:
Strength- 12
Dexterity- 10
Constitution- 12
Intelligence- 13
Wisdom- 13
Charisma- 12

Alignment:
Neutral Evil- A neutral evil villain does whatever he can get away with. He is out for himself, pure and simple. He sheds no tears for those he kills, whether for profit, sport, or convenience. He has no love of order and holds no illusion that following laws, traditions, or codes would make him any better or more noble. On the other hand, he doesn�t have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Neutral evil is the best alignment you can be because you can advance yourself without regard for others. However, neutral evil can be a dangerous alignment because it represents pure evil without honor and without variation.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Primary Class:
Fighters- Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.

Secondary Class:
Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.



True neutral stuff would also probably apply to me to some extent, I was off by only 1 point.
 
True Neutral Elf Wizard (1st Level)

Ability scores:
Strength- 12
Dexterity- 11
Constitution- 13
Intelligence- 16
Wisdom- 10
Charisma- 12

Alignment:
True Neutral- A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment because it represents apathy, indifference, and a lack of conviction.

Race:
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful.

Class:
Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXX (16)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXXXXXXXXXX (12)
Neutral Evil ---- XXXXXXXXXXXXXXXX (16)
Chaotic Evil ---- XXXXXXXXXXXXXXX (15)

Law & Chaos:
Law ----- XXXXXX (6)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXXXXX (9)

Good & Evil:
Good ---- XXXXXXXXXX (10)
Neutral - XXXXXXXXXX (10)
Evil ---- XXXXXX (6)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXXXXXX (14)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XX (2)

Class:
Barbarian - (-4)
Bard ------ XXXX (4)
Cleric ---- (-6)
Druid ----- (-2)
Fighter --- XX (2)
Monk ------ (-21)
Paladin --- (-19)
Ranger ---- (-8)
Rogue ----- (0)
Sorcerer -- XXXX (4)
Wizard ---- XXXXXXXX (8)

Pretty accurate I guess. My true-neutral and neutral good scores were tied, but both fit. Thanks for sharing this!
 
True Neutral Human Druid (2nd Level)



Ability Scores:
Strength- 12
Dexterity- 14
Constitution- 13
Intelligence- 13
Wisdom- 16
Charisma- 13

NOT a hippie
 
I'm definitely not surprised by the amount of wizards and sorcerers. I guess most people on here are at least in the slightest bit intellectual.
Oh and druids are the d&d equivalent of a hippie haha
 
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