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[5E] The few mechanical implications of Alignment
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<blockquote data-quote="Illithidbix" data-source="post: 6780189" data-attributes="member: 12283"><p><em>(I posted this a while back on the WoTC forums and RPG.net, occurred to me that some people on Enworld might be interested as well.)</em></p><p><em></em></p><p>So, 5E is pretty light when it comes to rules and alignment intersecting. </p><p>But I suffer from an obsession with it given my a militant anti-alignment tenancies, so here is my attempt to find all the points where alignment matters for rules purposes. Which may be useful for people with a similar viewpoint to myself.</p><p>The total count is more than I initially expected, but mostly within the DMG.</p><p></p><p><strong>Players Handbook </strong></p><p>Very few.</p><p></p><p>Class ability or requirements – nothing I can find, even the paladin entry mentions: “Your oath and alignment might be in harmony, or your oath might represent standards of behavior that you have not yet attained.” – Which I personally think is pretty damn cool, I very much like concept and personalisation of the Oath myself.</p><p>(Although the Oathbreaker Paladin in the DMG "must be evil" - see below)</p><p></p><p>There are eleven mentions in Spells. And only one really is any case where alignment is more than personality.</p><p></p><p><strong>Animal Shapes, Magic Jar, Polymorph, Shapechange, True Polymorph</strong>: All these spells mention you retain your alignment and personality, even for the spells where the mental ability scores are changed!</p><p></p><p><strong>Conjure Celestial </strong>and <strong>Conjure Fey</strong>: Both specify that the summoned creature won't do actions that violate it's alignment.</p><p><strong></strong></p><p><strong>Glyph of Warding </strong>"You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height and weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment."</p><p>(… However Symbol doesn't, despite having copy/pasted wording for much of the spell. Which is rather strange given Symbol is a 7th level spell and Glyph of Warding is only 3rd Level.)</p><p><strong></strong></p><p><strong>Modify Memory</strong> “A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment or beliefs.”</p><p></p><p><strong>Nystul's Magic Aura</strong>: - “Mask- You change the way the target appears to spells and magical effects that detect creature types ...You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or that alignment.”</p><p></p><p><strong>Spirit Guardians</strong>: Causes radiant damage if caster is good or neutral, necrotic damage if the caster is evil.</p><p></p><p>Very pointedly Divine Sense, Detect Good and Evil and Detect Thoughts does not reveal the target's alignment, so as far as I know there is actually no way for a player to directly determine another creature's alignment.</p><p>“Good” and “Evil” in a spell context mostly refers to Celestials, Fiends and Undead and sometimes also Fey and Elementals.</p><p></p><p>The list of pantheons and deities list their alignments but again this has no required relation to that of their clerics and paladins.</p><p></p><p></p><p><strong>Monster Manual</strong></p><p>Again pretty sparse; I've found nine monsters with mechanical implications of alignment. (Technically “lycanthrope” is five monsters)</p><p></p><p><strong>Demilich</strong>: Lair Trait – The first time a non-evil creature enters the demilich's lair they take 3D10 necrotic damage.</p><p></p><p><strong>Lemure</strong>: Hellish Rejuvenation: The lemure returns to life unless killed by a good-aligned creature with a bless spell cast upon them or it's remains are sprinkled with holy water.</p><p></p><p><strong>Night Hag</strong>: Nightmare Haunting “if the target dies and if the target was evil it's soul is trapped in the hag's soul bag.”</p><p></p><p>Player Characters as <strong>Lycanthropes</strong> and <strong>Vampires</strong>: The character's alignment changes to that of the lycanthrope and lawful evil if they are turned into a vampire.</p><p></p><p><strong>Rakshasa</strong>: Damage Vulnerabilities: Piercing from magic weapons wielded by good creatures.</p><p></p><p><strong>Sprite</strong>: Heart Sight: If sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC10 charisma saving throw, the sprite also knows the creatures alignment. Celestials, fiends and undead automatically fail the saving throw.</p><p></p><p><strong>Shadow</strong>: Strength Drain: If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.</p><p>(Which is ironic, given that being evil apparently cuts down on manifestation of horrific undead horrors in very certain circumstances!)</p><p></p><p><strong>Unicorn</strong>: Lair Traits: When a good-aligned creature casts a spell or uses a magical effect to restore hit points to another good aligned creature the target regains the maximum number of hit points.</p><p>Curses effecting any good-aligned creature are suppressed.</p><p></p><p>I think Heart Sight is kinda curious as it's the only a CR ¼ creature that posses a ability to allow them to directly detect a creature's alignment. No other monster or PC ability I have found allows this.</p><p>Even with angels; whilst Planateer's and Solar's Divine Awareness allows them to know if they hear a lie, the can't just know a creature's alignment.</p><p></p><p></p><p><strong>Dungeon Master's Guide</strong></p><p></p><p>The DMG contains by far the most mechanical effects of Alignment, most notably in the rules for Planes (which isn't much of a surprise given the Great Wheel is kinda based around Alignment) and some magic items.</p><p></p><p><strong>Bringing Back the Dead</strong> (Page 24): A soul can't be returned to life if it doesn't want to be. A souls knows the name, alignment and patron deity (if any) of the character attempting to revive it and might refuse to return on that basis.</p><p></p><p><strong>Loyalty rules for NPC Party members</strong>: When other party members act in a manner that runs counter to the NPC's alignment or bond reduce the NPC's loyalty score by 1D4.</p><p></p><p><strong>Planar Rules</strong></p><p></p><p>Psychic dissonance in Outer planes: CON saving throws at end of long rests to avoid exhaustion if Good or Evil creature is on plane off opposed alignment.</p><p></p><p>Mount Celestia: Blessed Beneficence; good-aligned creatures gain the benefit of Bless and Lesser Restoration spells whilst on this plane.</p><p></p><p>The following planes require Wisdom or Charisma saving throws after long rests spent on the plane or change your alignment.</p><p></p><p>Bytopia: Pervasive goodwill</p><p>The Abyss: Abyssal Corruption</p><p>Nine Hells: Pervasive Evil</p><p>Mechanus: Imposing Order.</p><p></p><p><strong>Villainous Class Options - Oathbreaker Paladin</strong></p><p>"A paladin must be evil and at least 3rd level to become an oathbreaker.</p><p>and</p><p>Oathbreaker atonement "A paladin who wishes to atone must first shed his or her evil alignment and demonstrate this alignment change through words and deeds".</p><p>- This seems a little odd as the concept of endeavouring to change alignment doesn't otherwise seem discussed anywhere else</p><p></p><p><strong>Magic Items</strong></p><p><strong></strong></p><p><strong>Candle of Invocation</strong>: Benefits cleric or druid who's alignment matches the candle with free 1st level spell slots.</p><p></p><p><strong>Deck of Many Things</strong>: The Balance card changes alignment. One of the least of your problems from putting this in your game.</p><p></p><p><strong>Ring of Mind Shielding</strong>: Includes making you immune to magic that allows others to know your alignment.</p><p>Again noting that only a Sprite's Heart Sight seems to allow you to do this.</p><p></p><p><strong>Talisman of Pure Good</strong> and <strong>Talisman of Ultimate Evil</strong> – No surprises here.</p><p></p><p><strong>Sentient Magical Items</strong> and <strong>Artifacts</strong></p><p>Too many to list, notably it's a key part of the conflict mechanic.</p><p></p><p>And given that two of the sample Artifacts are the Book of Exalted Deeds and Book of Vile Darkness, this isn't a surprise.</p><p></p><p></p><p>So really it's quite possible for alignment to never come up in a game, at least as rules are concerned.</p><p>Anyone able to spot any I've missed?</p></blockquote><p></p>
[QUOTE="Illithidbix, post: 6780189, member: 12283"] [I](I posted this a while back on the WoTC forums and RPG.net, occurred to me that some people on Enworld might be interested as well.) [/I] So, 5E is pretty light when it comes to rules and alignment intersecting. But I suffer from an obsession with it given my a militant anti-alignment tenancies, so here is my attempt to find all the points where alignment matters for rules purposes. Which may be useful for people with a similar viewpoint to myself. The total count is more than I initially expected, but mostly within the DMG. [B]Players Handbook [/B] Very few. Class ability or requirements – nothing I can find, even the paladin entry mentions: “Your oath and alignment might be in harmony, or your oath might represent standards of behavior that you have not yet attained.” – Which I personally think is pretty damn cool, I very much like concept and personalisation of the Oath myself. (Although the Oathbreaker Paladin in the DMG "must be evil" - see below) There are eleven mentions in Spells. And only one really is any case where alignment is more than personality. [B]Animal Shapes, Magic Jar, Polymorph, Shapechange, True Polymorph[/B]: All these spells mention you retain your alignment and personality, even for the spells where the mental ability scores are changed! [B]Conjure Celestial [/B]and [B]Conjure Fey[/B]: Both specify that the summoned creature won't do actions that violate it's alignment. [B] Glyph of Warding [/B]"You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height and weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment." (… However Symbol doesn't, despite having copy/pasted wording for much of the spell. Which is rather strange given Symbol is a 7th level spell and Glyph of Warding is only 3rd Level.) [B] Modify Memory[/B] “A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment or beliefs.” [B]Nystul's Magic Aura[/B]: - “Mask- You change the way the target appears to spells and magical effects that detect creature types ...You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or that alignment.” [B]Spirit Guardians[/B]: Causes radiant damage if caster is good or neutral, necrotic damage if the caster is evil. Very pointedly Divine Sense, Detect Good and Evil and Detect Thoughts does not reveal the target's alignment, so as far as I know there is actually no way for a player to directly determine another creature's alignment. “Good” and “Evil” in a spell context mostly refers to Celestials, Fiends and Undead and sometimes also Fey and Elementals. The list of pantheons and deities list their alignments but again this has no required relation to that of their clerics and paladins. [B]Monster Manual[/B] Again pretty sparse; I've found nine monsters with mechanical implications of alignment. (Technically “lycanthrope” is five monsters) [B]Demilich[/B]: Lair Trait – The first time a non-evil creature enters the demilich's lair they take 3D10 necrotic damage. [B]Lemure[/B]: Hellish Rejuvenation: The lemure returns to life unless killed by a good-aligned creature with a bless spell cast upon them or it's remains are sprinkled with holy water. [B]Night Hag[/B]: Nightmare Haunting “if the target dies and if the target was evil it's soul is trapped in the hag's soul bag.” Player Characters as [B]Lycanthropes[/B] and [b]Vampires[/B]: The character's alignment changes to that of the lycanthrope and lawful evil if they are turned into a vampire. [B]Rakshasa[/B]: Damage Vulnerabilities: Piercing from magic weapons wielded by good creatures. [B]Sprite[/B]: Heart Sight: If sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC10 charisma saving throw, the sprite also knows the creatures alignment. Celestials, fiends and undead automatically fail the saving throw. [B]Shadow[/B]: Strength Drain: If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. (Which is ironic, given that being evil apparently cuts down on manifestation of horrific undead horrors in very certain circumstances!) [B]Unicorn[/B]: Lair Traits: When a good-aligned creature casts a spell or uses a magical effect to restore hit points to another good aligned creature the target regains the maximum number of hit points. Curses effecting any good-aligned creature are suppressed. I think Heart Sight is kinda curious as it's the only a CR ¼ creature that posses a ability to allow them to directly detect a creature's alignment. No other monster or PC ability I have found allows this. Even with angels; whilst Planateer's and Solar's Divine Awareness allows them to know if they hear a lie, the can't just know a creature's alignment. [B]Dungeon Master's Guide[/B] The DMG contains by far the most mechanical effects of Alignment, most notably in the rules for Planes (which isn't much of a surprise given the Great Wheel is kinda based around Alignment) and some magic items. [B]Bringing Back the Dead[/B] (Page 24): A soul can't be returned to life if it doesn't want to be. A souls knows the name, alignment and patron deity (if any) of the character attempting to revive it and might refuse to return on that basis. [B]Loyalty rules for NPC Party members[/B]: When other party members act in a manner that runs counter to the NPC's alignment or bond reduce the NPC's loyalty score by 1D4. [B]Planar Rules[/B] Psychic dissonance in Outer planes: CON saving throws at end of long rests to avoid exhaustion if Good or Evil creature is on plane off opposed alignment. Mount Celestia: Blessed Beneficence; good-aligned creatures gain the benefit of Bless and Lesser Restoration spells whilst on this plane. The following planes require Wisdom or Charisma saving throws after long rests spent on the plane or change your alignment. Bytopia: Pervasive goodwill The Abyss: Abyssal Corruption Nine Hells: Pervasive Evil Mechanus: Imposing Order. [b]Villainous Class Options - Oathbreaker Paladin[/b] "A paladin must be evil and at least 3rd level to become an oathbreaker. and Oathbreaker atonement "A paladin who wishes to atone must first shed his or her evil alignment and demonstrate this alignment change through words and deeds". - This seems a little odd as the concept of endeavouring to change alignment doesn't otherwise seem discussed anywhere else [B]Magic Items [/B] [B]Candle of Invocation[/B]: Benefits cleric or druid who's alignment matches the candle with free 1st level spell slots. [B]Deck of Many Things[/B]: The Balance card changes alignment. One of the least of your problems from putting this in your game. [B]Ring of Mind Shielding[/B]: Includes making you immune to magic that allows others to know your alignment. Again noting that only a Sprite's Heart Sight seems to allow you to do this. [B]Talisman of Pure Good[/B] and [B]Talisman of Ultimate Evil[/B] – No surprises here. [B]Sentient Magical Items[/B] and [B]Artifacts[/B] Too many to list, notably it's a key part of the conflict mechanic. And given that two of the sample Artifacts are the Book of Exalted Deeds and Book of Vile Darkness, this isn't a surprise. So really it's quite possible for alignment to never come up in a game, at least as rules are concerned. Anyone able to spot any I've missed? [/QUOTE]
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