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.
That character seems a lot like early mandok in niko and the sword of light
arguably the most evil character in the prequel movies is Jar-Jar Binks ...
Gee, it's almost like Adventurer's League isn't the be-all, end-all, only way to play D&D, and people might be interested in other options. Weird, that.
To put this another way, you might apply house rules to a game of pickup basketball in your driveway, but the NBA wouldn't allow those rules. One is a casual setting, one is a more 'official' setting. They aren't the same, and therefore aren't expected to apply the rules in the same way.
Thanks for putting a vocabulary around my playing an anti-villain. I've been doing this for just over a year and it's been a blast!
I am doing an evil spelljammer campaign.
Great article!
My first D&D5 campaign was with a group of middle-aged folks, most of whom had never played at all or at least hadn't played since their teens, and we ended up with a really classic split of selfless and selfish motives for making Solamnia safe for the citizenry. We even had a black-robed and a white-robed Wizard of High Sorcery! As a result, we had some great moments we wouldn't have gotten otherwise, and the party handled it well just by being generally worthwhile human beings at the table. One of my best experiences as a dungeon master.
If allowed I often play neutral evil characters. The main concept is that as long as the party is beneficial to the character and the party if furthering his goals (wealth, power, magic items, etc) then he has no issues with tagging along. The sharing of items is often based on who can use it best to keep my character alive. Often as the rogue/scout I was often able to forge ahead and get into rooms and look about before the others arrive. What I did was often on another discord channel or other private means. For example, if a chest contained 100gp, he would take 10% off the top and ensure that the chest looked like it was not touched. He would then report back to the group what he saw and then take his share from the 90gp that was there. Other situations would also be done off camera, such as removing loose ends (which could mean removing women, children, and other innocents). Having skills as a butcher and a bag of devouring work wonders on removal services.
I made it a point never to steal from party members, or even attempt slight of hand when opening chests in the presence of the party.
Jarlaxle is a nice example of this sort of archetype…runs a criminal organization, frequently extorts, blackmails & kidnaps individuals to use as leverage to expand his prospects…but at the same time, he knows how to have fun, can be quite polite or reasonable, and doesn’t immediately leap to murder…so long as the alternative can benefit him, or at least doesn’t work against him.
”Restraint” is probably a golden word for playing an evil character…a lawful or neutral evil character can do this fairly painlessly; as they observe the right moment to commit an evil act, but not directly working against the party dynamic (the party, after all, is an investment that lets them ultimately rise in power).
Chaotic Evil characters might have a BIT of a harder time exercising restraint…the player should have a mentality as when it is appropriate to “let their character off the leash” or “let chaos reign”.
Working with a DM, the Dungeon Master should arrange moments to allow a chaotic evil character unleash their wild side, while the player recognizes moments where the DM is trying to tell a story / progress the play session.
Amaram, shardblade, stormlight.
I'm currently playing an evil character on a table where the DM literally specifically said no evil characters session one. The DM and other players have obviously noticed things being off here and there over the past 2 years. And the DM has a full backstory and motives and drives of the character. The group has asimilated his nature and DM has changed his mind entirely about banning outright evil characters. But he doesn't advertize that we can play evil characters. The funniest thing is sometimes the groups moral compass is skewed to all hell and my character who is Evil acts confused, amazed, extra happy. Usually he goes about rewarding evil behaviour and makes it apparent; and you can see how the shame fills their very souls as they understand how that tiny ripple or white lie becomes a terrible act of evil given the right perspective.
MWA HAH HAH HA.
Seriously, though: good on you for shifting things at your table without stirring things up.
You have confused anti-hero and anti-villain. The anti-hero subverts the idea of a hero by doing bad for good reasons. The anti-villain subverts the idea of a villain by doing good for bad reasons. Batman is an antihero. He operates outside of the law (questionable actions), often with technically unnecessary brutality, but with the resolute motivation of making the world a better, safer place (right reasons). Cult leaders and mafia dons are the best examples of anti-villain I can think of on the fly. To be successful, they often provide a benefit to society. But the service they provide is either specifically to cover their more nefarious doings, or is in and of itself done for the wrong reasons such as feeding the poor.... for tax purposes (mafia) or to fatten up the sacrifices (cult).
Depending on your current story, Deadpool can be either the one or the other.
There is also the misconception that the evil character in the party will be the nuisance character. From experience, I've found that it's the usually the lawful good character (well, more accurately put - that player's character) who presents the biggest problem at the table. In the end, it all boils down to oversimplification. Sentient beings are complex. To define them as lawful or chaotic or as good or evil is underplaying just how complex sentient creatures are.
What if I described an individual to perceived the suffering of his fellow man, and decided to take things into his own hands. Who at great personal expense began to publicly criticize the morally bankrupt government that was leaving its people to starve while the oligarchs grew fatter? Someone who fought against social inequality and challenged to status quo as they sought to bring about reform to restore balance and morality to country?
Sounds pretty paragon, right? Until you realize that's actually a description of Adolf Hitler.
Good exists. Evil exists. Lawfulness exists. Chaos exists. But their existences are not mutually exclusive in any individual. Based on the axis system, your alignment shifts constantly (and drastically if you ever stop to think about it) depending on the subject matter and situation at hand, and even "neutral" is an oversimplification.
At work, I am a consummate professional who bends over backwards for my clients, coworkers, and superiors. Off the clock, I'm a lazy slob that does what I can to avoid work. I am typically a total jerk who looks for any reason to argue or criticize; but I give whatever time and money I can spare to help the poor. When it comes to my kids, I am the law; my word their reality makes - but I'm also the one that takes them out to get ice cream on a whim.
So what am I? Lawful? Chaotic? Good? Evil? Neutral?
I am all of these things, and therefore am none, because according to the D&D alignment system, half these alignments are polarized.
I don't know why, but this totally wasn't what I expected. Very practical. I like it.
I played a CE owl once. It was kind of crazy, but maybe the funniest one I have played.
This is a great article. I’m creating a 1 shot with “evil” characters for my group for Halloween and this is timely advice.
I had a lovely character idea once that this article has rekindled in my heart: An 11-year-old human child named Evelyn.
To make things even more fun, Evelyn's alignment is Lawful Good. She will act like a relatively normal child throughout whatever campaign I end up playing her in, except when she casts spells (she's a warlock, by the way), at which point she turns into something out of The Shining. This is because in her backstory, Evelyn was kind of abused as a kid, and an evil entity saw this happening and decided "enough is enough".
To make a long story short, Evelyn is possessed by a Chaotic Good fiend that can and will do horrible, gruesome things to anyone who tries to hurt his adoptive daughter.
Yeah, anyone who plays with me and my friends is quickly traumatized by us!
I personally wanna thank my good friend Lucy, and her renegade anti-demon war-band.
You folk are the best!
I have run many evil characters and DM's for parties that had evil characters. I have even had campaigns, where everybody in the party is evil (Like I had one where everybody was part of a street gang working under a criminal boss, kind of influenced by the Vladmir Taltos books). Early when we didn't have experience, a lot of evil character play ended badly. But as I got more experience as a player and DM, it starts to work. The key thing is keeping it to the point that the whole party doesn't blow up.
Examples: Half-Orc, Lawful Evil. Mom was a wizard who was captured by the Orcs. Dad was a Blade of Ilneval. Mom stayed with the tribe to make sure I was protected as I grew up due to being picked on for being half human. Because of this he is actually pretty smart, (int 14), but he plays dumb so others will think he is stupid. He was rescued by a group of Paladins who slew the Orcs, but during the rescue, his mother was slain by his father who was holding her hostage to save his own bacon. The Paladins chose to spare him, and now he feels he owes them a blood oath, and works as their servant. Meanwhile, he secretly studies his mom's spellbook at night, with the intent of becoming an Eldritch Knight later, or if he chooses the path his father took, a champion. He has a choice to make. He often has trouble understanding why when the party knows who their enemy is, they don't just go crush them. When the fighting starts, he happily partakes and hopes that Gruumsh will see him and bask him in glory.
Example: Shadar-Kai Hexblade Warlock/Necromancer, with the Raven Queen as his otherworldly patron. A devoted servant to the Raven Queen, he has noticed that she collects stories, in particular, sad, dark stories. Over his years, he spent much time gathering such stories, and defending her lands from the Undead such as Vecna and Kas who are trying to take her realm, and her endless power from the fortress of memories. The stories in the fortress take the form of Ravens. The Raven Queen is unstable, and sometimes can maintain her form and sanity, and sometimes she cannot, breaking into a cloud of ravens which fly about in a chaotic fashion. When he would tell her a story that was reasonably dark and sad, she would seem to gain power and able to maintain her form, and sanity for a short period of time. So he began a search for the darkest, saddest story he could find. If he could find the right story to tell her, he might be able to restore her power and control. So he began to collect stories and bring them to her. One of his attempts was such a failure, she had her guards rip his left arm off, but healed him so he could live in misery, and remember his failure. He was able to take his arm with him, so over a period of a few years he learned necromancy, and with the help of his parents, was able to re attach his arm, and animate it as a prothesis. Many of the party members are horrified by necromancy, but by making it a prothesis, they accepted it into the party. After many years, one of the Ravens (memories) he encounters was a Shadar-Kai who had travelled to the lands of Strahd, and heard part of Strahd's sad tale. Upon hearing it, he knew this was the story he had to retrieve, and retell to the Raven Queen, in order to restore her to glory. Make no mistake, he is evil. But his goals align with the parties, for now, and his Raven Queen, is all that matters to him.
i have alwas whated to play an evil charecter this help alot
I have no evil characters in my party and yet somebody found a way to burn a house down legally. How is this possible?!