Most of us are familiar with the character archetypes of hero and villain. The hero pulls off epic feats of bravery, selflessly pursuing justice for the greater good. The villain is the adversary, the obstacle to be overcome. They are often defined by selfishness, arrogance, and a complete disregard for the well-being of others. We may not want to play the squeaky-clean hero, but we also need to leave the outright villainy to the Big Bad. So, how can we create and play evil characters that can be played alongside heroic ones?
In this article, we will discuss ways to create and play an evil character that successfully skirts the line between hero and villain:
- How to create an evil character your friends will love
- The anti-hero archetype
- The anti-villain archetype
- Playing an evil character while respecting others
How to Create an Evil Character Your Friends Will Love
The most important aspect of creating an evil character is building common ground with the rest of the party. After all, a selfish character committing detestable deeds presents quite the problem for a party of do-gooders. If the characters have nothing in common, then why are they adventuring together? This is the most pressing issue many groups experience when someone plays an evil character, and why Dungeon Masters commonly ban them.
Evil characters are often created without a reason for being a member of an adventuring party. As a result, the other characters have no incentive for traveling alongside them. Without a shared goal, the good characters are likely to dump the troublemaker at their first chance because of the nuisance and danger they present to the group.
However, evil characters don’t have to rival the menace of the adventure's actual villain. There are two other archetypes available to us to base morally ambiguous characters on: the anti-hero, and the anti-villain.
Anti-Hero and Anti-Villain
The anti-hero is similar to the hero, but instead of selflessly fighting on the side of good, their motives are questionable, often based on self-interest. They do the right things, but for the wrong reasons. The anti-villain, on the other hand, is similar to a villain, but their evil actions are guided by more noble motives. They share the altruistic goal of heroes but can differ on the types of actions they are willing to take in order to reach it.
The anti-hero and anti-villain archetypes are useful reference points when building an evil character. They ride the line between hero and villain because they have a touchstone of common ground with good characters, either in their selfless motives or their moral actions.
The Anti-Hero Archetype: Doing the Right Thing for the Wrong Reasons
The anti-hero character often appears to be just another member of the party, their actions brave and good. Their motives, however, are another story entirely. A well-known example is the rogue who cares little about the lives they might save, because they are only in it for the money. They might delve into a dungeon, but where their fellow party members want to rescue villagers, the anti-hero just wants to get their hands on the powerful artifact held by their captors. Sure, they may do dangerous acts requiring stunning courage, but when push comes to shove, they won't go the extra mile unless it benefits their ulterior motive in some way. They do the right things, just for the wrong reasons.
To create an anti-hero, follow the these steps, considering what selfish motivation drives their otherwise good actions:
1. The Wrong Reasons: We begin by writing a compelling evil motive. As with the anti-villain, we can start with the ideals and bonds suggested in backgrounds, leaning toward evil and chaotic alignments. Greed and power as basic evil driving forces are common tropes that are easy to play out at the table. For a more complex motive and goal, the villainous scheme table in the Dungeon Master's Guide is an excellent resource. Perhaps they are driven by a fear of death and a need for immortality. Or they may be in the service of an evil deity, trying to fulfill a dangerous prophecy.
2. The Right Actions: Once we have a basic motive, we can flesh it out by listing neutral or good actions the character may take in pursuit of this goal. The important thing to keep in mind is ensuring commonality and a bond with the rest of the party members. Perhaps the character will brave the terrifying dungeon alongside everyone else but only do so in order to search for lost lore or powerful artifacts. Or they'll put their life at risk to save an NPC simply to gain access to their connections. For the anti-hero, they may put themselves in the line of fire for the sake of their own party members, but only because this group of people offers a chance at helping them succeed in their own goals.
The Anti-Villain Archetype: Doing Evil for the Greater Good
The anti-villain character has honorable motives but is willing to push into questionable moral territory. Before you go off thinking your character can needlessly cleave through throngs of innocent townspeople, that isn't the character type we are talking about here. The anti-villain is driven by a high sense of morality, truly believing their actions are for the greater good. They don’t commit atrocities simply because it’s convenient, and most of the time, their actions align with those of the rest of the party. However, when there’s no other way to obtain their goal, the anti-villain is willing to get their hands a little more dirty than the others. When push comes to shove, the anti-villain may be willing to sacrifice an innocent life, claiming that the needs of the many outweigh the needs of the few.
To create an anti-villain, follow these steps, considering what "greater good" drives them to unethical actions:
1. The Right Reason: Creating an anti-villain starts with describing their good moral values: What exactly does this character want, and for what honorable reason? The good and lawful ideals and bonds suggested in backgrounds are an excellent place to start. Many of the chaotic and neutral ideals can serve as a good moral motivation when paired with a noble bond. For some extra oomph, look to pair your ideal and bond with a villainous scheme.
For example, a character that values freedom might pursue influence or power, doing whatever is necessary to regain their family’s noble title. They may pursue this goal so that they can help free others. Whatever greater good your character believes in, this driving force is the glue that connects the anti-villain to the rest of the party, so it needs to be specific and strong.
2. The Wrong Actions: Once we have a strong motive, we begin listing specific actions the character might take in order to achieve their goal. What ethical dilemmas are non-problems for them? What moral boundaries and lines might they cross? Just how far will they go in pursuit of their upright goal?
When playing this archetype as a player, it's important to remember that not only does the character need to have a reason for working alongside the group, the group must have a reason for working with the character. The anti-villain will agree with the vast majority of the actions and plans of the group. However, in select situations, they will be willing to diverge from the party’s generally good actions, and push farther into morally questionable territory.
Playing an Evil Character While Respecting Other Players
An evil character traveling with a group of heroic do-gooders is going to cause tension within the party, especially in those situations when the character’s actions or desires conflict with that of the others. Not all conflict is bad, however.
The pattern of tension and resolution is the very thing that makes up so many different kinds of stories. "Can the heroes rescue the village from the pillaging bandits?" is a tension. When the village is saved, or has been plundered, that question is resolved. Evil characters present an opportunity for more of the campaign’s narrative tension to come from within the party dynamics: Will the party kill the bandits to save the village or simply seek to chase them off? Sometimes the story is less about bringing a villain to justice, and more about exploring what the concept of justice looks like from different perspectives.
Making Peace With Tension
Players should ensure that tension can and is being resolved, rather than playing a character that is so evil all the time that they are always in conflict with others. This is where the hard work done in our character building really shines, because we’ve defined the areas we have in common with the rest of the party and we have the information we need when negotiating in tense situations.
Our anti-villain draws on their pure motive and our anti-hero draws on their willingness to do the right things. It is the player’s responsibility to ensure their evil character is prepared to negotiate and compromise as needed, resolving the tension periodically and ultimately remaining a good member of the party.
It's What My Character Would Do
Evil characters must be played with deep care and with careful consideration for your fellow players. Playing a character that steals party gold, hoards all the magic items, or stabs another character in the back rarely makes a good play experience for everyone. Doing awful things in-game that ruin the fun for the rest of the group cannot be justified with the excuse of "It’s what my character would do." If a player expresses discomfort with a scene or a situation, don’t argue with them. Playing an evil character does not allow you to cross the lines of your fellow players.
Further, playing a character that often goes against the party is going to struggle to accomplish any of their goals. If your character seeks to be rich, pickpocketing your fellow adventurers is short-sighted and could lead them to lose future work as an adventurer. Instead, they could protect the party knowing full well that the more successful the group is on their quests, the more likely they'll snag higher-paying jobs.
Creating a Safe Space as the Dungeon Master
A safe roleplaying space doesn’t happen on its own. It has to be created with intention. A session zero is a great tool to establish boundaries as a group. You should revisit those boundaries periodically and utilize tools that make it easy for players to easily communicate if something goes too far. Be proactive, too. When there is a tense situation unfolding at the table, it’s a good idea to pause and ask if everyone is feeling okay with the conflict.
Separating the Friendly Player From Their Evil Character
It's important that all the players are on board with having an evil character within the party and are able to separate the tense relationship between the characters from the friendly relationships between the players. When the emotional state of the characters negatively affects those of the players out of the game, it is sometimes called "bleed." It is normal and healthy for players to have some sort of emotional reaction to the actions within the game, but when they go too far, tensions can erupt. Take a short break after particularly tense scenes, check in with everyone, and maybe have a laugh together. Sometimes, I will crack an out-of-game joke in the middle of a particularly tense scene. It’s a small thing that helps us separate the character’s stress from what we are feeling as players. Separating the characters from the players is the responsibility of everyone at the table.
Final Thoughts
Playing evil characters brings a different complexity to the game’s dynamics, but it doesn’t have to be problematic. Create an evil character who has deep ethical commonalities with the other characters, either by way of motivations or the actions they choose to take. Ensure your anti-hero or anti-villain has a good reason to be with the party, and vice versa. Maintain the group bonds by focusing on that commonality, utilizing it in times of tension. Always remember that being an evil character comes with the responsibility of remaining a good player.
Alyssa (@alyssavisscher) frequently rambles on Twitter about D&D. She especially enjoys analyzing its overall structure from a newbie perspective, bringing larger concepts to small, bite-sized pieces. She’s a parent of four, neurodivergent, disabled, and is impressively terrible at small talk.
btw this is a good article.
Lovely Article! Some of the most rewarding moments In DND I've had is playing with & playing as a Anti-hero. Having a healthy amount of tension & resolving it can be so cathartic!
I played a neutral evil Fallen Aasimar Hexblade/Oathbreaker who followed Zariel in the Tiamat Campaign. You don't have to screw over your allies to be evil. The way my character was evil was in their sadistic pleasure and compulsion to kill her enemies without mercy, and yet she was 100% loyal to her companions and had compassion for the innocent.
Fun article!
I recently concluded an arc for my evil character in a campaign; a weirdly shadowy black scaled dragonborn with a tail, who always introduced himself in the form "you may call be Dracarys Noir", because of course while he never lied that also wasn't actually his name. He was secretly the neutral evil dragon Inoraxis, cursed into the form of a dragonborn.
Joined an ongoing campaign running through Curse of Strahd, with his motivation being to learn about lifting the curse so he could end his own, which he did in the final session of that part, triumphantly introducing himself and returning my previous character from parts unknown as "reward".
Was a lot of fun to play being truthful yet evasive, secretive, and sarcastic, helping the party because it furthered his own goals. He was never cruel, but absolutely had a ruthlessness to him, logical and practical, always suggesting splitting the party or scouting ahead, while never doing it himself, but helping those who did if they got into trouble, if only because alive they could do it again. He even saved two children, not because it was the right thing to do, but because he wanted to return to the place where he saved them, and it's wards required living creatures to maintain them.
But the end of the curse of Strahd definitely felt like a good end-points, so my advice is to embrace the fact that an evil character's motivations can and will diverge, and that's okay, because not every character has to make it to the end of the entire campaign, it's okay to conclude a story sooner and bring in a new character (or return an old one) to take their place.
I will definitely use this for my campaigns.
I like to play the long game.
Last campaign I insterted an item into the group.
The monk player jumped at the chance of using a whip as his monk weapon but thinking more along the lines of skinning it as a meteor hammer style weapon.
I used the Dearn Tentacle whip as a baseline but treated it more like a sidekick with some abilities the monk could use... all dependant on the action economy ofcourse.
The strangest ability was where he could use the "Tongue Whip" to "lick" any text to read it but also tasting the aura of those who created the text for more weird flavor (pun intended).
Turns out that the true villain was the whip.
The whip was a Tsochar collective.
The monk character knew the whip was evil, but wanted to try and turn it to the path of good.
Also he believed it was something to do with mindflayers and that was picked up by the group as well but more of a sideline.
The Tsochar was fine with them thinking that and spun a web of lies around that assumption.
Over the course of the campaign from the point where they found the whip, everything was orchestrated in a way by the the whip the monk called "Devo" and so the personality of Devo was born. Every good intention the monk character tried to instill in the symbiote got twisted in its mind to a more sinister way biding its time when it would reveal itself.
To make this long story a bit shorter.
It came down to a pretty epic showdown.
Everyone in the group told the monk player "WE TOLD YOU THAT THING WAS EVIL!!!"
A mantis like creature hybridised with that of a centipede with traces of the physical appearance of the monk but in insectile form.
I might have gone too graphic on the transition from the monk to the final form of the Devourer of Worlds. He is everywhere. He is everywhat. We are Tsochar.
Great article with a wide array of tips/inspiration!
I'm currently playing an evil character in one of my campaigns, and extra ideas for working well with the rest of the party is fantastic. That's the key: not taking away from other players' fun.
I find this interesting as I have a plan for a warlock who sold her soul to keep her youth and beauty but to do that she needs to kill to keep herself from ageing. So going on adventures and killing enemies wouldn't raise much suspicion over her as most people would think she was just doing it in self-defense or because they were doing bad things.
Funny. Write a really good article about how to play evils PCs, while at the same time banning evil PCs from Adventurers League. Classic WotC.
I have built (not yet played) a Circle of Spores/Necromancer character - she's not evil, she's just fascinated by death in all of its many aspects.
Remember, our beloved Beatrix Potter (Peter Rabbit, et al) was pretty brutal to her little sylvan friends. Just because you kill things doesn't make you evil.
And John James Audubon, OMG, the things he killed so he could make those beautiful prints.
Interesting article. Key points to remember:
One must establish a clear social contract with the group. Failing to do so robs other players of their role as heroes. And makes it hard to create a dynamic for the group to thrive as a group, both characters and players. Session Zero is more important than ever to set boundaries and define the 'type' of Evil, like the archetypes above.
And as Boo says: Evil beware. Beware consequences. Expect consequences. And often just ends. Which can be fun too!
Well-timed article! My character is neutral evil, and I’ve been very conflicted about how to make it work.
Shout-out to the Devils who end up saving the world from Demons
I'm currently playing an evil character through Aquasitions Incorporated, a former dark Lord on work release after his plans set forward by his former patron only ended upon turning a town purple. As such thanks to damages he need to do community service and as such has been remanded to AI to work off the debt. With this it's been made clear that the charicter was once Evil and has every intention to pay his debt and hunt down his patron. In order to achieve this he's got to stay above the law in order to amass a great fortune. Crafting a character like this wouldn't be possible without working with a gm. Sometimes it won't work and the gm may want you to hold your character consept for another time other times the gm may love the idea and craft you into the story.
Oh and for AI players XD I got to be the treasurer, who else can be trusted more with loot than the one being watched by everyone XP
This article is awesome! This is going to be so helpful for both my players and I. I once played a Lawful Good cleric who, halfway through the campaign, drew a card from the Deck of Many Things, and subsequently had his alignment switched to Chaotic Evil, and I had no idea how to play that. If only I had this article!
So did the monk partially become the villain, or was it just the whip?
remember, "where there's a whip, there's a way".
So I'm playing a tiefling who was abandoned as a child by her succubus mother, originally she would be reserved and quiet but had a clumsy streak which left her in odd and some times provocative situations. Well the party ended up with everyone but her dying. I planned on her fighting the impulses of her nature and becoming a good person but between all the death and abandonment she turned evil she now embraces her nature, manipulates npcs, keeps secrets and lies to the party (nothing dangerous to them) but I've talked with the DM and my mid term goal is to develop an organized crime syndicate that she'll lead because she doesn't understand family so she's going to make her own. No harm to the party directly, but evil and may have people coming after us eventually.
Definitely some really good points. But I would also like to add something.
Another possibility is to play a villain who is less obviously evil. They could be a manipulator who tries to steer the party in certain directions, but goes along when the others make a different decision. Fame and fortune are often very useful for the long-term goal, so it is more beneficial to support the heroes.
I am actually playing a neutral evil enchantment wizard who maily wants to gain status and fame. So far, he is the tactitian of the party (Well, he's the only one with a positive INT.) and plays the role of the litlle devil on the party's collective shoulder (suggesting that it would be beneficial to take an enemy's family member as a hostage for example). He is manipulative and opportunistic to the core, but doesn't let that show in most situations. He actually pretends to be compassionate and caring to make the party more loyal to him. His evil was a little more prominent when the party fought a personal enemy of his because he was getting pretty sadistic during the fight.
Well, he might get a redemption story at some point if he grows to attached to his "stupid tools" at some point. Only time will tell.
Alyssa, just want to say this is such an awesome article! Really well written and balanced, and with great suggestions and examples to boot.
If you continue an article series dedicated to unconventional play (for DMs and/or players) you might consider giving literary movie/tv, or real world examples of people and characters to really illustrate and ground your points.
Can't wait for your next insightful piece!