What Kind of D&D Character Would You Be? | INFJ Forum

What Kind of D&D Character Would You Be?

aeon

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You Are A:

True Neutral Human Wizard (6th Level)

Ability Scores:
Strength- 12
Dexterity- 12
Constitution- 12
Intelligence- 17
Wisdom- 15
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 when 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.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXX (24)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXXXX (10)
Neutral Evil ---- XXXXXXXXXXXXXXX (15)
Chaotic Evil ---- XXXXXX (6)

Law & Chaos:
Law ----- XXXXXXXXX (9)
Neutral - XXXXXXXXXXXXXX (14)
Chaos --- XXXXX (5)

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

Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XX (2)

Class:
Barbarian - XXXXXXXX (8)
Bard ------ XXXXXXXXXXXXXX (14)
Cleric ---- XXXXXXXXXX (10)
Druid ----- XXXXXXXXXXXX (12)
Fighter --- XXXXXXXXXXXX (12)
Monk ------ XXXXXXXXXXXX (12)
Paladin --- XXXXXX (6)
Ranger ---- XXXX (4)
Rogue ----- XXXXXXXXXXXX (12)
Sorcerer -- XXXXXXXXXXXX (12)
Warlock --- XXXXXXXXXX (10)
Wizard ---- XXXXXXXXXXXXXXXXXXXX (20)
 
You Are A:

Neutral Good Human Druid (6th Level)


Ability Scores:
Strength- 11
Dexterity- 9
Constitution- 11
Intelligence- 14
Wisdom- 13
Charisma- 11

Alignment:
Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.

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:
Druids- Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXX (20)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXXX (16)
Chaotic Neutral - XXXXXXXXXXXXXX (14)
Lawful Evil ----- XXXXXXXXXXXXXXX (15)
Neutral Evil ---- XXXXXXXXXXXXXXX (15)
Chaotic Evil ---- XXXXXXXXXXXXX (13)

Law & Chaos:
Law ----- XXXXXXXXX (9)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXX (7)

Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXX (7)
Evil ---- XXXXXX (6)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXXX (12)
Half-Orc - XXXXXX (6)

Class:
Barbarian - XXXXXXXXXX (10)
Bard ------ XXXX (4)
Cleric ---- XXXXXXXXXXXXXX (14)
Druid ----- XXXXXXXXXXXXXXXXXXXX (20)
Fighter --- XXXX (4)
Monk ------ XXXXXXXXXXXXXX (14)
Paladin --- XXXXXXXXXXXX (12)
Ranger ---- XXXXXXXXXXXX (12)
Rogue ----- XXXXXXXXXX (10)
Sorcerer -- XXXXXXXXXX (10)
Warlock --- XXXXXX (6)
Wizard ---- XXXXXXXXXXXXXXXX (16)
 
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Lawful Neutral Human Cleric/Sorcerer (3rd/3rd Level)

Ability Scores:
Strength- 13
Dexterity- 15
Constitution- 11
Intelligence- 14
Wisdom- 15
Charisma- 12
 
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You Are A:

Lawful Neutral Human Paladin/Monk (1st/1st Level)


Ability Scores:
Strength- 11
Dexterity- 14
Constitution- 12
Intelligence- 13
Wisdom- 16
Charisma- 13

Alignment:
Lawful Neutral- A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment when it seeks to eliminate all freedom, choice, and diversity in society.

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:
Paladins- Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score.

Secondary Class:
Monks- Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.
 
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Oh this was pretty detailed. No surprises here.



You Are A:

Lawful Good Human Paladin/Cleric (2nd/2nd Level)


Ability Scores:
Strength- 15
Dexterity- 16
Constitution- 13
Intelligence- 18
Wisdom- 11
Charisma- 15

Alignment:
Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.

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:
Paladins- Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score.

Secondary Class:
Clerics- Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric's Wisdom score should be high, since this determines the maximum spell level that he can cast.
 
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You Are A:

True Neutral Human Wizard (3rd Level)


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

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 when 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.
 
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Lawful Neutral Human Cleric/Sorcerer (3rd/3rd Level)

I forgot to point out that Cleric and Sorcerer are both the general classes that I've always personally identified with the most, so this result amused me quite a bit