Characters of this trope will function well with most good-natured parties. Although they have good intentions at heart, the aspiring hero may act recklessly in their pursuit of glory. The aspiring hero will exercise the most virtuous qualities and challenge those who act against the forces of good. They will aim to do good whenever possible and take on unfavorable feats for renown. However, what if a player made their character with the preconceived notion that they would become a hero?Įnergetic and hopeful, the aspiring hero intends to become a legend, a paragon of righteousness and bravery. Regardless of who they were, their adventures molded them into stalwart protectors of the land. They may begin as simple mercenaries, petty thieves, or curious explorers. The most righteous and courageous heroes in Dungeons & Dragons often start much differently than one would think. Thus, allowing for some truly memorable moments and interactions. This somewhat contradictory character trope works well with more haughty and experienced adventuring parties. Regardless, the reluctant adventurer must see their quest through to the very end. They may falter to its constant hardship or discover a newfound love for danger and excitement. Whether hesitant or blatantly against adventuring, the reluctant adventurer has no choice but to embrace such a daring way of life. RELATED: Dungeons and Dragons 5e: How To Make Weird But Effective Characters While such an idea seems unlikely or lackluster, a reluctant adventurer makes for compelling opportunities. What if a character did not possess these traits, however? Instead of being bold and heroic, they were a simple person forced into a life of adventure. These qualities are what make a character viable for such a daring lifestyle. Most characters in Dungeons & Dragons are born to be adventurers, natural thrill-seekers, doers of good. Party members may dramatically alter the development of the sensible villain. Characters following this trope can make for compelling members of nearly any party if they are open to change. ![]() Moreover, the sensible villain has the most potential for development and change, possibly even denouncing their evil ways. Such a dynamic allows them to join good-aligned parties and work alongside them. RELATED: Dungeons & Dragons: Mistakes DMs Do That Result In Bad Villainsĭespite their outward demeanor, the sensible villain often has good intentions or reasoning behind their nefarious actions. ![]() Mindlessly evil characters are needlessly disruptive, but a sensible villain is an acceptable, worthwhile character. Many believe that there is no place for such sinister characters in most parties, and that is true - to an extent. However, there is a stigma in the community concerning malevolent or self-serving individuals. While Dungeons & Dragons assume that players will be heroes, or at the very least doers of good, evil characters are a possibility.
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