D&D General AI Art for D&D: Experiments

My son is considering making his Steel Defender and Flying Homunculus look like Capybaras since everyone loves Capybaras and it would be funny for the other kids in his club at school...

This one looks more like a giant hamster...
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Might have been Gemini... Not very lively pic!
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I had to remind AI that Steel Defenders have no organic components or fur.
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This is my small tribute to "Wildfire" a forgotten animated series from 1986 with only one season of 13 episodes. I believe that with the right writers, a remake could be successful. How had been continued the plot with more episodes in new seasons? In D&D the world or realm of "Dar-shan" could be a domain of delight within the Feywild. If seeing this image inspired you to create your own stories, then it was worth it.

I asked ChatGPT to create a antropomorphic horse PC specie who could alternate between bipedal and quadrupedal forms and this used as source of inspiration the brag from English folklore

Bragyn
The Shapeshifters of the Haunted Meadow

Inspiration: The brag of English folklore, trickster faerie spirits that take the form of a black horse to deceive travelers.

Origin and Culture
Bragyn are faerie beings born of misty hills, ancient roads, and forgotten meadows.For centuries they have protected (or disturbed) routes, villages, and crossroads, testing the character of mortals through taunts, tricks, and challenges.Some leave the Feywild to experience the mortal world… or because they have taken a joke too seriously, and it went wrong.

Appearance

Humanoid Form
Slender humanoids, slightly taller than the average human.
Subtly equine features:
Large, bright eyes
Slightly horizontal pupils
Thick hair reminiscent of a mane
An overly wide or unsettling smile
Somewhat pointed or mobile ears (optional)

Equine Form
A large, elegant horse, often:
Black, jet black, dark bay, or silver-gray
Intelligent or unnaturally bright eyes
Not an ordinary beast: perceived as "too self-aware/sentient"

Racial Traits
Creature Type: Faerie
Size: Medium (in both forms)
Speed: Humanoid: 30 ft.Equine: 60 ft.
Dual Form of the Brag: You can use an action to transform between humanoid and faerie horse forms.

Form Rules:
You retain your mental scores in both forms.
You cannot cast spells with somatic or material components in equine form.
Your equipment magically merges and reappears when you return to humanoid form.
You can remain indefinitely in either form.

Deceptive Charge
In Equine Form: If you move at least 20 feet in a straight line toward a creature and hit it with a natural attack or thrust:The creature must succeed on a Strength saving throw or be knocked down.Alternatively, you can move it 10 feet without provoking attacks of opportunity.

Ancient Way Charm
You know either the friendship cantrip or minor illusion (choose one).
At 3rd level, you can cast disguise once per long rest.
Charisma is your ability score for these spells.

Meadow Pass
You have advantage on checks of:
Stealth in natural environments
Survival by following paths, trails, or ancient routes

Mocking Nature
You have advantage on saving throws against Enchantment and Fear

Languages: Common and Sylvan

Alignment and Personality
Bragyn tend to be Chaotic neutral or neutral good
Value cunning over strength
Punish arrogance, reward courtesy
Not all are cruel pranksters: many use deception as a moral test, not out of malice.

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I asked Gemini fae PC species based in fiction of public domain.

1. The Xylanthi (Inspired by William Morris's The Wood Beyond the World)
In this pioneering work, there are beings linked to primeval forests who are not simply elves, but rather manifestations of plant life and the will of the forest.
Species Trait (Chlorophyll Memory): You have advantage on saving throws against being Charmed. In addition, during a short rest in sunlight or lush vegetation, you regain bonus hit points equal to your proficiency modifier.
Skill (Weedwalk): At 3rd level, you can cast Entangle once per long rest. The magic manifests as roots sprouting from your limbs or techmagic equipment.
Appearance: Humanoids with skin reminiscent of polished bark and amber or sap-colored eyes.

2. The Vril Aerials (Inspired by Edward Bulwer-Lytton's The Coming Race)
Although often associated with early science fiction, these subterranean beings possess abilities that in D&D are considered purely faerie and magical: control over "Vril" energy.
Species Trait (Vril Affinity): You know the Shocking Grasp cantrip. When you hit with this cantrip, you can knock the target 3 meters in a straight line away from you.
Ability (Gravity Flight): At 5th level, you can use your action to gain flight speed equal to your walking speed for 10 minutes. You cannot use it again until you complete a long rest.
Appearance: Tall beings with perfect, almost statuesque features, who emit a faint electromagnetic hum when using their powers.

3. The Shadows of Phantastes (Inspired by George MacDonald's Phantastes)
In this novel, shadows have a life of their own and can detach themselves from their owners or act independently.
Species Trait (Shadow Shift): As a reaction to taking damage from an attack, you can momentarily become two-dimensional and ethereal. You halve the damage you take and can move up to 3 meters without provoking attacks of opportunity. You can use this as many times as your Long Rest proficiency bonus allows.
Skill (Gloomvision): You have vision in upper darkness (36 meters). You can see through magical darkness as if it were normal darkness up to a distance of 9 meters.
Aesthetics: Their bodies appear perpetually backlit, even in the midday sun, and their edges appear slightly blurred.

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And I asked Gemini PC species who could be created artificially. The answer wasn't the standars constructs:

1. The Arbodroid (Inspired by Margaret Cavendish's Artificial "Tree of Life")
They are neither classic wood elementals nor tree-men, but biological constructs created with a blend of science and magic.
Concept: Humanoid beings whose internal structure is a network of plant fibers and conduits that transport a luminous "life oil." Their "skin" may be polished bark, bioluminescent moss, or even plates of woody exoskeleton. On their chest, or back, they have a visible "heart," an orb of life sap that glows with their emotion.
Species Trait (Internal Fire Organs): You have resistance to Fire damage. In addition, once per long rest, when you are in direct sunlight, you can use your bonus action to activate "accelerated photosynthesis," regaining hit points equal to your proficiency bonus + your Constitution modifier.
Ability (Botanical Memory): When you communicate with a plant (through limited telepathy or the Speak to Plants skill), you can gain rudimentary knowledge of the surrounding area through its roots and spores, gaining advantage on Investigation or Survival rolls in that terrain for the next 10 minutes.

2. The Seedborn (Inspired by Thumbelina and the Spartoi)
Beings that sprout from the earth after planting alchemical seeds or "dragon teeth," fusing the delicacy of floral life with the toughness of a warrior.
Concept: Humanoids with skin that mimics the texture of resilient petals or young bark, with hair that resembles fine leaves or blades of grass. Their bodies are surprisingly strong for their apparent fragility. Some may have small buds or flowers growing on their bodies, indicating their mood or health.
Species Trait (Accelerated Growth): You are immune to the effects of Poison. Additionally, you can use your action to bury yourself in soft ground (earth, sand, compost) and emerge at another point in the same ground 3 meters away, as if you had moved underground. You can use this as many times as your proficiency bonus for long rest.
Skill (Heart of Seed): When you are reduced to 0 hit points, but not instantly killed, you fall unconscious. At the start of your next turn, instead of making a saving throw against death, you can choose to spend one of your Hit Dice. If you do, you regain a number of hit points equal to the result of the Hit Die + your Constitution modifier and recover from unconsciousness. You cannot use this skill again until you finish a long rest.

3. The Manifested (Inspired by Personifications of Emotion and Groups)
They are not born, but materialize from concentrated psychic and emotional energy. They are a "face" for a feeling or a community.
Concept: Humanoid beings whose appearance is a mixture of solid and ethereal. They may have eyes that glow with the emotion they represent, or skin that pulses gently with a color that changes according to their mood. When they were created, their bodies were almost ghostly, but with time and interactions, they solidify and develop more distinctive features. Their "clothing" often seems a projection of their origin: brocades from a noble house, guild insignia, bricks from their neighborhood, or candles and offerings from a shrine.
Species Trait (Empathic Bond): You have advantage on Persuasion and Intimidation rolls when interacting with people who share a strong emotional connection to the group or idea you represent. In addition, you cannot be Charmed by Faerie-type creatures.
Ability (Emotional Echo): As a bonus action, you can emit a psychic aura that infuses an emotion into a creature within 30 feet. That creature must make a Charisma saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier). On a failed save, it becomes frightened or charmed (your choice) until the end of your next turn. You can use this ability as many times as your long rest proficiency bonus allows.

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Acording my own experience AI can be a very useful tool but it is better with human help to pulish some possible details. You could say these PC species created by AI haven't a right power balance and you may be right but playtesting homemade ideas is also playing D&D.

Have you ever felt sad after reading the last chapter of the last book in a book series or watching the final episode of a TV show's final season, because you know you'll miss those characters? That's why I like the idea of creating mash-ups with characters from other franchises, because I feel like it immortalizes them. (In a way, that's true, because legendary heroes are quasigods.)
 

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