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

I also think the same. I didn't ask for a specific name. I had to ask a second picture because in the first attempt there were Master Chief (Halo) and Samus(Metromania) with armours too technologically advanced. The art was cool but it can't be a group for a Spelljammer game

The other time I created an image of the holy apostle James "Moor-slayer" battling against Muslims (the legend tells he appeared in the battle of Clavijo). It was an image without a tear blood but I don't publish here if somebody could feel unconfortable. Other image was a photorealistic version of the agent 47 (videogame saga Hitman) costumed like an Arabian woman covered by the veil. (Without warning you wouldn't notice he is crossdressing).

ChatGPT also can create PC groups with races and classes for your TTRPG game.

The character Guinnan was played by Whoopi Goldberg
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Spelljammer group based in aliens from manga and anime (ChatGPT has said they aren't from a specific IP or franchise):

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Jolene by Dolly Parton reimagined as Symphonic MetalAI audio programs have been utilized in the creation of this song.

House of the Rising Sun - Metal Version (AI Remix)​

 

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I asked Grok to create PC species inspired in African folklore and myths but without being antropomorphic animals, linked to water like tritons or elements like genasi. Somebody could say it may be cultural apropiation but my own opinion is this could help other communities to gain "soft power". If we get used to see speculative fiction inspired into other cultures then to teach to respect these should be easier.

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1. Eloko (Inspired by the dwarf spirits of Congolese folklore)
Inspiration: Based on the eloko of the folklore of the Democratic Republic of Congo (formerly Zaire), which are malevolent dwarf spirits of dead ancestors. They live in dense forests, use magical bells to hypnotize their prey, and have a connection to vegetation (such as hair grass), but are essentially small, cunning humanoids, not animals or elementals.
Description: Small humanoids with greenish skin and piercing eyes, with a natural affinity for illusion and deception. They are solitary nomads or live in small clans, known for their cunning and tendency to lay mental rather than physical ambushes.
Racial Traits:
+2 Dexterity, +1 Intelligence.
Size: Small.
Speed: 25 ft.
Darkvision (60 ft.).
Hypnotic Bell: Once per day, you can cast the charm person (1st level) spell without components, using Intelligence as your casting ability.
Forest Camouflage: Advantage on Stealth checks in wooded or jungle terrain.
Languages: Common, Sylvan, and one additional language (such as a Bantu-inspired tribal language).
Campaign Integration: Ideal for rogues or trickster bards. In a D&D world, they could be reincarnated spirits seeking redemption or vengeance against invaders of their ancestral lands.

2. Tokoloshe (Inspired by the mischievous goblins of Zulu folklore)
Inspiration: Taken from the tokoloshe of Zulu and Xhosa mythology in South Africa, a small, furry goblin created by witches to cause chaos. It is a tiny humanoid with powers of invisibility and manipulation, but it is not an anthropomorphic animal nor is it bound to any elements; it focuses on witchcraft and spiritual deception.
Description: Tiny humanoids of sturdy build, with grayish skin and an aura of mystery. They are known for their supernatural stealth and their ability to infiltrate homes or societies, often as guardians or saboteurs.
Racial Traits: +2 Constitution, +1 Charisma.
Size: Small.
Speed: 25 ft.
Darkvision (60 ft.)
Mischievous Invisibility: Once at short rest, you can become invisible for 1 minute or until you attack/attract attention (similar to 2nd-level invisibility, but limited).
Magic Resistance: Advantage on saving throws against enchantment spells.
Languages: Common, Dwarven, and one additional language (inspired by South African languages such as Zulu).
Campaign Integration: Perfect for warlocks or sorcerers with warlock pacts. They could be a race of "guardian goblins" protecting villages from evil spirits, but with a capricious side that makes them unpredictable.

3. Asanbosam (Inspired by the arboreal vampires of Ashanti folklore)
Inspiration: Based on the asanbosam (or sasabonsam) of Ashanti mythology in Ghana, a vampiric humanoid with iron teeth and claws on its feet for hanging from trees. it centers on predation and life in the treetops.
Description: Tall, slender humanoids with mottled dark skin and sharp teeth, adapted to arboreal life. They are solitary hunters with a strange code of honor, feeding on blood but respecting the strong.
Racial Traits: +2 Strength, +1 Wisdom.
Size: Medium.
Speed: 30 ft. (climbing 20 ft.).
Darkvision (120 ft.).
Predatory Bite: As a bonus action once on short rest, you can bite an adjacent creature (melee attack, proficiency + Strength; 1d4 piercing damage + 1d4 life drain that heals you).
Tree Pendant: Advantage on Athletics checks for climbing, and you don't fall prone on a failed climb attempt.
Languages: Common, Giant, and one additional language (inspired by Akan or Ashanti).
Campaign Integration: Good for barbarians or predator rangers. In a campaign, they could be a nomadic race migrating between jungles, allying with adventurers against greater threats like dragons or invaders.

4. Kitunusi (Inspired by the shadow spirits of sub-Saharan folklore, adapted from Nyambe)
Inspiration: Influenced by the kitunusi of the Nyambe setting (inspired by African myths), who are gnomes with ties to shadows and darkness, based on subterranean spirits and guardians of the occult in folklore such as that of the Bantu peoples.
Description: Pale-skinned gnomes with deep black eyes, from a secretive society that values emotional control. They live in hidden communities, manipulating shadows for protection and exploration.Racial Traits:
+2 Intelligence, +1 Dexterity.
Size: Small.
Speed: 25 ft.
Darkvision superior (120 ft., you treat darkness as twilight).
Shadow Manipulation: You can cast Wizard's Hands at will, but only to manipulate shadows (such as creating minor illusory forms).
Emotional Resilience: Advantage on saving throws against fear and charm.
Languages: Common, Gnomish, and one additional language (inspired by Central African languages).
Campaign Integration: Excellent for stealthy wizards or rogues. They could be a race of "shadow guardians" who combat spiritual corruptions, integrating into guilds or mystical orders.

5. Abiku (Inspired by the child spirits of Yoruba folklore)
Inspiration: Based on the abiku of Yoruba mythology in Nigeria and Benin, child spirits who are repeatedly born and die, possessing supernatural powers. They are ethereal humanoids with connections to the spirit world, they represent cycles of life and death.
Description: Humanoids of eternally youthful appearance, with ethereal markings on their skin that glow faintly. They are wanderers with an innate connection to the ancestors, often seen as bearers of luck or curses.
Racial Traits: +2 Charisma, +1 Wisdom.
Size: Medium.
Speed: 30 feet.
Ancestral Touch: Once per day, you can cast speak the dead (3rd level) without components.
Eternal Cycle: When you fall to 0 hit points, you have advantage on a death roll (representing spiritual resilience). Languages: Common, Celestial, and one additional language (inspired by Yoruba).
Campaign Integration: Ideal for clerics or spirit paladins. In D&D, they could be a race of "children of fate" who travel to break cycles of family tragedies, allying with parties in resurrection or exorcism quests.

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I like the potential of Spelljammer to create mash-up of famous sci-fi franchises.

I asked ChatGPT to create a Spelljammer adventurer group whose members are aliens from famous sci-fi teleseries.
View attachment 426100
Ranger, Wizard, Artificer, Fighter, Cleric.

....we need a Wine domain. The wine cult is literally older than Mycenaean Greece. And you know Guinan would be a Wine Cleric.
 

Baco is the deity of the wine. He is usually depicted as a ridiculous fat drunk mature man but early he was showed like a handsome young male. But I warn you Euripides' Greek tragey "the Bacchae" shows us he could be very cruel and mercyless.
* I asked the same to ChatGPT.
1. Abamthunzi – The Heirs of the Ancestral Shadow
Inspiration: Zulu and Xhosa peoples, ancestor worship.
Humanoids marked from birth by the spiritual shadow of a powerful ancestor.
Cultural and Physical Traits
Skin with naturally occurring dark patterns, like shadow tattoos.
Ancestors manifest as whispers, reflections, or silhouettes.
Great respect for memory and oaths.
Mechanical hooks:
Can briefly invoke the guidance of an ancestor (bonuses to rolls, situational advantage).
Resistance to fear and possession effects.
Social penalties in cultures that fear spirits.
2. Mbalamuntu – The Incomplete Ones
Inspiration: Bantu myths about imperfect humans and failed creation.
A race created before the gods perfected humanity.
Cultural and Physical Traits
Human appearance, but with “unfinished” features (slightly asymmetrical eyes, double voices, erratic shadows).Their society values adaptation and improvisation.They see imperfection as a strength.
Mechanical Hooks
They can re-roll a failed roll once per long rest, but with narrative consequences.
Advantage when improvising tools or solutions.
Disadvantage against “order” magic or divine perfection.
3. Nzilathi – Crossroads Walkers
Inspiration: deities of roads and crossroads (such as Eshu/Elegua, without directly copying them).
Humanoid beings born in places of passage: crossroads, borders, thresholds.
Cultural and physical traits
Eyes with shifting brightness, as if reflecting multiple directions.
Language full of proverbs and double meanings.
A culture of travel and diplomacy, but never completely trustworthy.
Mechanical hooks
Bonuses to deception, persuasion, and social stealth.
Limited ability to "shift" a few meters as a reaction.
Difficulty remaining in stable settlements.

4. Kifaru-Watu – The Unbreakable
Inspiration: Ideals of resilience, spiritual strength, and collective will
Humanoids of extremely robust build, hardened by rituals of resistance.
Cultural and Physical Traits
Thick skin marked by ritual scars.
Culture based on resilience, patience, and community.
Retreat is shameful; resistance is sacred.
Mechanical Hooks
Damage reduction once per turn.
Bonuses to Constitution saves.
Penalties to stealth and fine movement.

5. Batu-Bashiri – The Bearers of History
Inspiration: African oral tradition, griots, and living memory.
A humanoid race whose collective memory is biologically transmitted.
Cultural and Physical Traits
Eyes with gold or silver patterns.
Each individual remembers fragments of past lives.
They are judges, chroniclers, and guardians of the past.
Mechanical hooks
Additional proficiency in Knowledge or History skills.
They can "recall" useful information once per session.
Vulnerable to magic that erases memories or alters time.

6. Zamori – The Children of Breath
Inspiration: myths of the life force and the creative word.
Humanoids whose life essence is linked to speech, breath, and song.
Cultural and Physical Traits
Naturally resonant voice.
Prolonged silence is considered a form of death.
Their magic and culture revolve around the spoken word
.Mechanical hooks
Bonuses to verbal spells and social skills.
Disadvantage if gagged or silenced.
Limited ability to affect emotions through speech.

7. Ulumwezi – The Marked by the Moon
Inspiration: African lunar myths (not werewolves).
Humanoids whose physiology and spirituality change with the lunar phases.
Cultural and physical traits
Subtle changes in skin, eyes, or behavior according to the moon.
A society ritualized in cycles and calendars.
They do not transform into animals.
Mechanical hooks
Traits that vary according to the lunar phase (alternating bonuses).
A strong affinity for divination and omens.
Social and emotional instability.

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