Alignment Steps

Occasionally the rules refer to “steps” when dealing with alignment. In this case, “steps” refers to the number of alignment shifts between the two alignments, as shown on the following diagram. Note that diagonal “steps” count as two steps. For example, a lawful neutral character is one step away from a lawful good alignment, and three steps away from a chaotic evil alignment. A cleric's alignment must be within one step of the alignment of her deity.

Lawful Neutral Chaotic
Good Lawful Good Neutral Good Chaotic Good
Neutral Lawful Neutral Neutral Chaotic Neutral
Evil Lawful Evil Neutral Evil Chaotic Evil

Usually as a rule of thumb, alignments one step up or down from their respected ladders can work together with no problems at all however this may not be the case all the time.

Changing Alignment

While alignment is often a static trait, options and effects exist that might cause it to change, and players might seek to change their PCs’ alignments for a variety of reasons.

Voluntarily: Aside from merely having misunderstood what a specific alignment means, PCs might seek to change their alignment in light of game events or to qualify for some alignment-related goal. How this change takes shape should be determined by the player and GM. Often, some quest, trauma, rehabilitation, or other life-changing event triggers the alignment change. Players should be sure of their decision, as changing alignment should be the result of an extraordinary effort, not a whim, and a PC with a shifting personality risks losing definition as a character and might begin to seem like he’s trying to exploit the rules.

Involuntarily: All manner of events might lead a character to have an involuntary alignment shift. Some are truly involuntary, as some force overrides or corrupts the PC’s personality. The GM should work with the player in such cases, perhaps making an unnaturally compromised PC a confederate in an ongoing story. Stepping out of the norm and playing her own character in a contradictory fashion can be fun for a player and delightfully unnerving for the rest of a group.

Characters also risk having their alignment changed if they continually act in accordance with an alignment other than the one they chose. For many characters, this matters little, but in the case of characters bound to a specific alignment for rules-related purposes, an alignment change might mean having to reimagine their entire character. Instead of springing this on a player, make it clear when an action risks violating an alignment-related requirement. Sometimes this will be seen as the voice of the character’s conscience, and allow the player to refrain from the action or suitably justify it to themselves (and you) to bring it into accordance with their values.

Evil Characters

Many GMs refuse to allow players to create characters with evil alignments, as is their prerogative if they feel such a character might disrupt the game or hinder the story. Occasionally, though, your players might have intriguing ideas for antiheroic characters, or you might have a great idea that requires evil characters to play out. Evil characters present more than just an excuse to engage in offensive behavior or play homicidal maniacs; rather, they allow players to mimic some of the classic cads and antiheroes of legends and fantasy literature. Just like good characters, evil characters have goals and desires and understand the consequences of their actions. Those who do whatever they want without consideration for the rest of the party risk undesirable repercussions. Adventurers who routinely steal from their companions or betray their compatriots are likely to find themselves abandoned or slain. But evil characters who are more than just psychopaths can prove to be valuable members of a group should their goals parallel those of a party. Talk with your players and discuss what makes their characters evil, their goals, and how allying with other adventurers might aid those goals. At the same time, players of good characters should think about why they might travel with such ne'er-do-wells (perhaps out of desperation, responsibility, or the hope of rehabilitation).

Click on each alignment for more details on each one.

Always remember that the vast majority of characters in fiction are not tabletop game characters, and therefore lack a canonical interpretation of alignment by the standards below. Characters should only be categorized under them when their alignments are clearly and explicitly stated in canon. As both the standards and especially character personalities are vague, complicated to interpret, and subject to change with Character Development, thus leading to endless debate.

Tho not D&D the below tropes have been known to help players understand alignments beyond the given scope of d20 and in some cases find a way to better fit their character into one.also remember the GM has discretion too change your alignment as needed but that was stated on the above paragraphs if read.

Lawful Good

Lawful Good is known as the "Saintly" or "Crusader" alignment. A lawful good character typically acts with compassion, and always with honor and a sense of duty. A lawful good nation would consist of a well-organized government that works for the benefit of its citizens.

Neutral Good

Neutral Good is known as the "Benefactor" alignment. A neutral good character is guided by his conscience and typically acts altruistically, without regard for or against Lawful precepts such as rules or tradition. A neutral good character may cooperate with lawful officials but does not feel beholden to them.

Chaotic Good

Chaotic Good is known as the "Beatific" or "Rebel" alignment. A chaotic good character favors change for the greater good, disdains bureaucratic organizations that get in the way of social improvement, and places a high value on personal freedom.

Lawful Neutral

Lawful Neutral is called the "Judge" or "Disciplined" alignment. A lawful neutral character typically believes strongly in Lawful concepts such as honor, order, rules and tradition, and often follows a personal code. A Lawful Neutral society would typically enforce strict laws to maintain social order, and place a high value on traditions and historical precedent.

True Neutral

This alignment represents neutral on both axes, and tends not to feel strongly towards any alignment.Some neutral characters, rather than feeling undecided, are committed to a balance between the alignments. They may see Good, Evil, Law and Chaos as simply prejudices and dangerous extremes.

Chaotic Neutral

Chaotic Neutral is called the "Anarchist" or "Free Spirit" alignment. A character of this alignment is an individualist who follows his or her own heart, shirks rules and traditions. They typically act out of self-interest, but do not enjoy seeing others suffer. Many adventurers are of this alignment.

Lawful Evil

Lawful Evil is referred to as the "Dominator" or "Diabolic" alignment. Characters of this alignment show a combination of desirable and undesirable traits: while they typically obey their superiors and keep their word, they care nothing for the rights and freedoms of other individuals.

Neutral Evil

Neutral Evil is called the "Malefactor" alignment. Characters of this alignment are typically selfish and have no qualms about turning on their allies-of-the-moment. They have no compunctions about harming others to get what they want, but neither will they go out of their way to cause carnage or mayhem when they see no direct benefit to it. A villain of this alignment can be more dangerous than either Lawful or Chaotic Evil characters, since he is neither bound by any sort of honor or tradition nor disorganized and pointlessly violent.

Chaotic Evil

Chaotic Evil is referred to as the "Destroyer" or "Demonic" alignment. Characters of this alignment tend to have little respect for rules, other peoples' lives, or anything but their own selfish desires. They typically only behave themselves out of fear of punishment.

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