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

I felt curiosity and I asked a Chinese AI, Kimi, PC species inspired into jianghu+xuanhuan fiction:

1. Jade Bones (玉骨 - Yù Gǔ)
Humanoids who cultivated immortality but failed
Origin: Cultivators who achieved semi-immortality but failed in the final stage. Their bodies partially crystallized, with jade veins visible beneath pale skin.
Appearance: Translucent skin, pupil-less eyes (like polished jade spheres), bones that glow softly in the dark. They do not age but "crack" emotionally.
Unique Mechanics:
Resistance: Immunity to poisons and diseases (non-biological body)
Emotional Fragility: Advantage on rolls against fear, but disadvantage on failure (they "crack," temporarily losing ki/magic points)
Residual Cultivation: They can meditate to "repair" wounds as if they were cracks in jade
Why it Works: Explores the cost of immortality

2. The Sealed Ones (封族 - Fēng Zú)
Beings of ink and seal born from broken contracts
Origin: When a magical contract is violently broken, sometimes the residual "intention" takes form. They are literature made flesh.
Appearance: Bodies with patterns of ancient characters that move beneath the skin. Eyes like red wax seals. When they speak, their voices sound like crumpled paper.
Unique Mechanics:
Language of Obligation: They can create "binding agreements" (advantage in persuasion, but they must keep their own promises or weaken).
Document Form: Once a day, they can flatten themselves like parchment to hide or slip through cracks.
Fire Vulnerability: Double damage (they are paper/ink).
Why it Works: Based on the importance of contracts and calligraphy in Chinese culture,

3. Qi Wanderers (气游 - Qì Yóu)
Disembodied consciousnesses that possess objects
Origin: Cultivators who died during advanced meditation. Their qi persisted without a body, anchoring itself to significant objects.
Appearance: They have no fixed form. They inhabit statues, ancient swords, and sect leader's fans. When they "act," they project an ethereal silhouette of the object they possess.
Unique Mechanics:
Anchoring: They choose an object at the start. If it is destroyed, they die. However, they can move between "prepared" objects (maximum 3) during extended rest periods.
Manifestation: For 1 hour per day, they can project a semi-solid body of energy.
Ancient Knowledge: Proficiency in History and possibly fragmented memories of past lives.
Game Variant: The player describes which object they choose (a pipe, a seal, an empty suit of armor), creating a unique visual identity.

4. The Unraveled (缕民 - Lǚ Mín)
Karma Weavers Born from Broken Threads
Origin: In xuanhuan, fate is literally woven. Sometimes, when a fate is violently torn apart (murder of a chosen one, averted catastrophe), the loose threads become sentient.
Appearance: Humanoid figures with visible "threads" of golden or black light connecting them to important people/objects. They can partially unravel (an arm that stretches like a thread).
Unique Mechanics:
See Threads: They detect emotional/karmic connections between NPCs (advantage in Insight).
Pull Thread: Once per long rest, they can "pull" their own thread of fate to re-roll a saving throw.
Vulnerability: Increased psychic damage (they are made of emotional connections).
Culture: They have no past of their own, only "resonances." They seek to create their own destiny.

5. Sect Eaters (宗噬 - Zōng Shì)
Symbiotes of organizations, not individuals
Origin: Entities born when a sect/organization reaches a certain age and purpose. They are the "collective spirit" made individual.
Appearance: They wear uniforms they don't remember choosing. Their faces are vaguely familiar to all members of their sect of origin. They bear symbols that change depending on the health of their organization.
Unique Mechanics:
Group Bond: They must belong to an organization (sect, guild, order). As long as the organization prospers, they gain benefits. If it falls, they weaken.
Institutional Memory: Access to knowledge of their group's history (advantage in related research).
Replacement: If they die, they can "reincarnate" in a new member of the sect after 1d100 days, losing only recent ones.
Role Twist: The player must balance personal loyalty versus institutional loyalty. They are literally made of that tension.

6. The Calcified Ones (石化 - Shí Huà)
Creatures of "Incomplete Petrification"
Origin: In xuanhuan, the Medusa is not a monster, but a failed cultivation technique. Some survive halfway between flesh and stone.
Appearance: Body parts of marble or granite (always asymmetrical: right arm of stone, left eye of rock crystal). Where there should be blood, there is glowing mineral dust.
Unique Mechanics:S
tone Skin: Base AC 13 + Dexterity modifier (maximum 2), no armor
Mineral Stasis: They can voluntarily "petrify" themselves for 1 minute. Immune to all damage, but immobile and conscious
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Nano Banana Pro really wants to do Iso maps without some massaging, but this looks like something you'd see in a 2d RPG (or an infinity engine type thing!). Not bad for a village...

I asked for an inn with a stable, a small simple church, a stream dividing the town with a simple bridge, and a ruined guard tower

Inn's scale is a little off though!
 

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Nano Banana Pro really wants to do Iso maps without some massaging, but this looks like something you'd see in a 2d RPG (or an infinity engine type thing!). Not bad for a village...

I asked for an inn with a stable, a small simple church, a stream dividing the town with a simple bridge, and a ruined guard tower

Inn's scale is a little off though!
It's the church/temple that's off to me, I think the program took your "small" prompt a bit too much to heart. :) Were I a DM using this map, which is otherwise great, the "inn" building would become the general store/town hall/pub/inn all in one, thus justifying its size.
 

It's the church/temple that's off to me, I think the program took your "small" prompt a bit too much to heart. :) Were I a DM using this map, which is otherwise great, the "inn" building would become the general store/town hall/pub/inn all in one, thus justifying its size.

The church is a good one-roomish church on the scale of the rest of the buildings! That's clearly the parish house right next to it. ;)
 

Nano Banana Pro really wants to do Iso maps without some massaging, but this looks like something you'd see in a 2d RPG (or an infinity engine type thing!). Not bad for a village...

This is the biggest problem I have with AI generated battlemaps; they so clearly want to be isometric, and I don't want that whether its made by a human or a computer. There are some flatmaps with slight isometric flourishes I can deal with, but its generally the last thing I want.
 


I've been working on my homebrew rulebooks, putting in AI art where's there is significant white space. I'm up to apparently 620 pictures now. Some of the ones I'm more fond of:





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These four linked pictures below are from the opening of the Background section:

You stalk through the grimy alleys of Hammerfall, the scent of coal and sweat thick in the air. Your target, a corrupt dwarf merchant named Drogun, has been elusive, but not elusive enough. You’re a half-orc bounty hunter, and tracking scum like him is your specialty.

The dwarf makes a mistake, nearly barreling into you at the tavern your contacts told you about - The Green Griffon. You confront him, your imposing figure blocking his escape. Drogun's eyes widen with fear as he recognizes you. He tries to bargain, but you’re not swayed by his promises of gold. Justice, and the hefty bounty on his head, are all you care about.

With practiced ease, you bind his hands and march him to the town guard. They know you well, and the captain nods approvingly as you deliver Drogun. You collect your payment, a heavy pouch of coins that clinks satisfyingly in your hand.

Your thoughts turn to the Shinbusters, the roughest part of town where street urchins scrape by. You make your way through the twisted streets, eyes wary for trouble, until you find her. A young girl, dirt-smudged and hungry, who reminds you of someone you used to know. You hand her the pouch, her eyes widening in disbelief.

"For you and the others," you say, ruffling her hair gently.

Her smile is a rare, precious thing in this hard city. As you walk away, you feel a sense of purpose. The bounty hunter's life is rough, but moments like this make it worthwhile. You blend back into the shadows, ready for the next hunt.



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What is the one legged orc race called?
 

This is the biggest problem I have with AI generated battlemaps; they so clearly want to be isometric, and I don't want that whether its made by a human or a computer. There are some flatmaps with slight isometric flourishes I can deal with, but its generally the last thing I want.
I've gotten decent results by starting with a screen clip from google maps with roughly the right layout I want for a battlemap, and then prompting the AI to style it.
 


I asked kimi D&D PC species inspired in Chinese mythology+xuanhua-jianghu fiction:

1. The Reborn Jiangshi (僵尸裔 - Jiāngshī Yì).
They are not undead, but survivors of "interrupted death."
Origin: Based on the folklore of the jiangshi (leaping vampire), but reimagined. They are not corpses, but people whose life qi was sealed by a Taoist at the exact moment of death, leaving them trapped between life and death.
Appearance: Pale skin with a greenish tint, joint stiffness that manifests as precise but rigid movements (like tai chi). They do not visibly breathe. Eyes with black sclera instead of white.
Mechanical Traits:
Increased Constitution +2, Strength +1.
Suspended Immortality: They do not need to breathe, eat, or sleep (but can). Immune to diseases and poisons.
Jade Rigidity: Advantage on saving throws against being pushed or knocked over, but disadvantage on initiative rolls.
Still Heart Leap: Once per long rest, they can "stop" (fall to the ground inert) for up to 1 hour, appearing dead for magical inspection.
Vulnerability to Rice: Blessed rice causes them radiant damage (a legacy of folklore where rice stops jiangshi).
Culture: They live in "waiting houses" where they assist the dying. Feared but respected. They seek to complete their "pending death" to release their qi.

2. The Civilized Mogwai (魔归 - Mó Guī)
The domesticated "rain demons"
Origin: Based on mogwai/mogui (demons that reproduce with rain). These are mogwai that have renounced their destructive nature through a pact with Buddhist monks, gaining a stable humanoid form.
Appearance: Amphibious-textured skin (moist, hairless), large, dark eyes with no visible whites, small, sharp teeth that conceal them. Webbed fingers. Hair that constantly drips purified rainwater.
Mechanical Traits:
Dexterity +2, Wisdom +1
Child of the Storm: Resistance to lightning and thunder damage. They can walk on rainwater as if it were dry land.
Forbidden Reproduction: They cannot eat after midnight (if they do, they suffer confusion effects for 1 hour). This is their contained curse.
Mogwai Tears: Their tears function as holy water. Once per long rest, they can voluntarily cry to create a flask.
Contained Metamorphosis: Once per day, they can transform into their "gremlin" form (Small size, climbing speed 30 ft., bite 1d6) for 10 minutes, but must succeed on a DC 12 Wisdom save or attack at random.
Culture: Cleaning guilds (control sewage), rain monks. They live in constant fear of "losing control."

3. The Disciples of the White Skull (白骨门徒 - Bái Gǔ Mén Tú)
Followers of the Bai Gu Jing path
Origin: Inspired by Bai Gu Jing (the White Bone Demon from Journey to the West). They are not skeletons, but humans who have learned to temporarily "shed" their flesh through dark meditation. Appearance: Normal humans, but with visible bone markings (prominent collarbones, ribs showing under taut skin). When they use their ability, their skin becomes translucent, revealing glowing bones. Mechanical Traits:
Intelligence +2, Charisma +1
Bone Form: Once per short rest, they can become semi-incorporeal (resistance to non-magical damage, can pass through cracks) for 1 minute. In this form, they appear as skeletons shrouded in mist.
Death Sight: They see people's "true age" (approximately how much life they have left).
Bone Seduction: Advantage on rolls to intimidate or deceive, but disadvantage in medicine or healing (their qi is "cold").
Solar Vulnerability: Increased radiant damage (the sun reveals their true nature).
Culture: Orders of philosophical assassins, forensic doctors. They seek to understand death to overcome fear. They are not evil, but their aesthetic is macabre.

4. The Children of the Heavenly Drum (雷鼓子 - Léi Gǔ Zǐ)
Descendants of Lei Gong, the God of Thunder
Origin: Based on Lei Gong (雷神) and his attendants. Humans struck by divine lightning and survivors, permanently marked.
Appearance: Skin with electrical burn patterns that glow when excited. Hair that stands on end. Completely white eyes (no iris) that flicker with light. They have a closed "third eye" on their forehead (non-functional, birthmark).
Mechanical Features:
Strength +2, Constitution +1
Stormskin: Resistance to electrical damage. When they take electrical damage, they gain +10 ft. speed for 1 turn.
Thunderstrike: Unarmed attacks deal 1d4 additional electrical damage. Once per long rest, they can cast thunderwave (DC 12 + Constitution modifier).
Voice of the Sky: Advantage on Intimidation rolls and for being heard in storms.
Curse of Silence: In areas of magical silence, they have disadvantage on all rolls (they are disconnected from "the sky").
Culture: Messengers, heralds, judges. They believe that thunder is the voice of the gods and must be interpreted.

5. Cloud Weavers (云织 - Yún Zhī)
Based on the handmaidens of the Queen Mother of the West
Origin: Inspired by the celestial weavers of the Milky Way myth (Qixi). Descendants of mortals who partially ascended by weaving magical clouds.
Appearance: Skin with a fine silk texture, hair that floats as if underwater (even on land), eyes with irises that resemble moving clouds. Long, flexible fingers. They have no fingerprints (their hands are "too soft").
Mechanical Traits:
Dexterity +2, Intelligence +1
Cloudwalker: They can walk on fog, low clouds, or smoke

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(Making supernatural romance great again!!) (Posdata: Who is the damn joker imagining them as kpop idols singing "you are my soda pop"?)

After I asked Kimi PC species for a setting with a style Chuānyuè Yìshìjiè(Chinese isekai) with a touch of "found family" and Qingchuan (romance subgenre in Quin dinasty).

6. The Chosen of the System (系统天选者 - Xìtǒng Tiānxuǎnzhě)
"Transmigrators" with a connection to a visible level system.
Concept: Humanoids who appear in the world mysteriously, with a "system" that only they can see (floating numbers, quests, statistics).
Appearance: Identical to humans, but with eyes that glow with golden light when they use their system abilities. They have a birthmark on their wrist that resembles an interface (glowing geometric lines). Mechanical Traits:
Charisma +2, Intelligence +1.
System Interface: Once per short rest, they can "see statistics" of an enemy (DM reveals saving throw DC or resistances).
Daily Quest: At the start of each day, they roll 1d4. With a 4, they receive advantage on all rolls for 1 hour (the system gives them a "buff").
Face-Slapping: When an enemy damages them and then fails a saving throw against their next spell/attack, the damage is automatically critical (the "plot armor" of the novels).
System Language: They can communicate with any creature that has a similar "system" (other Chosen). Background for Qingchuan fans: They came from "another" (modern) world and must now navigate feudal society. They have anachronistic knowledge (modern cooking, basic medicine, poetry) that makes them special. The "system" gives them romantic quests ("Make Prince X trust you +500 points"). Ideal for: Players who want to roleplay the "transmigrated novel protagonist" archetype.

7. The Phoenix Reborn (凤重生 - Fèng Chóngshēng)
"Reborn" with powers that grow after adversity.
Concept: Humanoids with an "inner flame" that strengthens when they suffer betrayal, loss, or defeat. The archetype of the "underdog" who returns stronger.
Appearance: Golden fire marks on their chest (normally invisible, they glow when excited). Eyes that change color according to their "power level" (brown → amber → gold → red). When they use powerful abilities, golden flames envelop their hands without burning them.
Mechanical Traits:
Constitution +2, Charisma +1.
Flame of Adversity: When they reach 0 hit points but do not die, or when an ally is betrayed, they gain "Resurgence." For 1 minute: +2 to all attack and damage rolls, +10 ft. speed, and fire damage resistance.
Literal Face-Slapping: Once per long rest, when an enemy who underestimated them (left them at 0 HP or humiliated them) is in front of them, they can use "Triumphant Return": the enemy must make a Wisdom saving throw or be frightened and fascinated for 1 minute.
Ashes to Gold: If they die and are resurrected, they lose a mark of fire but permanently gain +1 to one ability score (maximum +3 total).
Innate Fire Magic: They know the "produce flame" trick. They can cast Burning Hands once per long rest (Charisma for DC).
Background for Qingchuan fans: The "reborn villainess" or "underdog who becomes empress" archetype. They start out underestimated ("good for nothing," "talentless") but reveal hidden power. Satisfying revenge against those who humiliated them. Ideal for: Players who love dramatic power progression and "I told you so!" moments.

8. Seal Keepers (印守者 - Yìn Shǒu Zhě)
"Protectors" with marks that seal demonic powers.
Concept: Humanoids born with magical "seals" on their bodies that can contain or seal powerful creatures (demons, spirits). They are often "unexpected allies" or "silent bodyguards."
Appearance: Glowing tattoos/seals on their arms, chest, or back that resemble chains or ancient characters. Two-colored eyes (one normal, one the color of the seal). When they use their powers, the seals move as if alive.
Mechanical Traits:
Strength +2, Wisdom +1.
Seal of Containment: They can touch a creature and force it to make a Charisma save. On a failed save, the creature is silenced and cannot use innate magical abilities for 1 minute (once per short rest). Designated Keeper: At the start of the campaign, they choose a "protectee." While within 5 feet of them, the protectee has a +2 bonus to AC and advantage on saving throws against fear effects.
Seal Sacrifice: They can take the damage their protectee would receive as a reaction. The damage is halved but is reflected in their seals (permanent magical scars).
Danger Detection: They automatically know if their protectee is in mortal danger (at any distance, once per day).
Qingchuan Fan Background: The archetype of the "loyal bodyguard" or "silent general" who protects the protagonist. Forbidden Romance: "I mustn't love you, I must only protect you." Secrets: The seal contains a powerful demon that could be released. Ideal for: Players who enjoy protection dynamics and slow-burn romances.

9. The Remembered (忆者 - Yì Zhě)
"Reincarnated" with memories of past lives
Archetype: The Villainous Reincarnated (重生女)
Concept: Humanoids who have lived multiple lives and retain fragments of memories. They are not immortal in the traditional sense, but rather "reboot" in new bodies, retaining knowledge and lessons. Appearance: Unusual colored eyes that change slightly with each "awakening" (from brown to amber to violet). Small scars or birthmarks that reappear in the same place in each life. Sometimes they have visible "flashbacks" (dilated pupils, distant gaze).
Mechanical Traits:
Intelligence +2, Wisdom +1
Past Life Memory: Proficiency in one additional skill chosen at the start (represents knowledge from a previous life). You can change this skill after a long rest meditating on "who you were before."
Second Chance: Once per long rest, when you fail a saving throw, you can shout "I won't repeat that mistake!" and roll again with advantage.
Impossible Knowledge: Once per session, you can declare that you "remember" information about a place, person, or event. The DM must give you a true (though incomplete) clue related to the past. Lifecycle: If you die and are resurrected, you lose all memories of your previous life (level 1 erase) but gain a new physical mark and +1 to a different ability score (maximum +3 cumulative).
Qingchuan Fan Background: You awoke in this body with memories of a life where you were betrayed/murdered. You see certain NPCs and "remember" that they were your enemies or allies in past lives. Determined to "do it right this time" but discovering that the past is more complex than you thought. Ideal for: Players who love "I know too much" drama, satisfying revenge, and redemption.

10. The Veiled Ones (藏者 - Cáng Zhě) "
Misunderstood" with Hidden Potential
Archetype: The Transformed "Good-for-Nothing" (废柴女)
Concept: Humanoids born with a magical "veil" that conceals their true potential. They may appear ordinary or even weak, but under specific conditions, they reveal extraordinary abilities.
Appearance: Initially: common appearance, shabby clothing, hunched posture. Upon "revealing": softly glowing skin, eyes that change color, movements of supernatural grace. The transformation is gradual but dramatic.
Mechanical Traits:
Charisma +2, Dexterity +1
Active Veil: You start with -2 to Charisma (appearance/charm) until you complete an "awakening." An awakening occurs when: you survive being at 0 HP, someone who underestimated you asks for your help, or you publicly declare your worth. After awakening, you lose the penalty and gain +2 to Charisma permanently.
Face-Slapping: When an enemy who has publicly slighted you (insulted, rejected, or underestimated you) is within 30 feet, your next attack or spell against them is an automatic critical hit (once per long rest).
Hidden Talent: You choose a skill you appear not to possess (Deception, Performance, Persuasion, or a tool). You have disadvantage on public rolls with it, but advantage when acting in secret or by surprise. Dramatic Revelation: Once per session, you can declare a "scene of transformation." For 1 minute, all Charisma rolls are made with advantage, and enemies who see you for the first time must make a Wisdom saving throw or be fascinated.
Background for Qingchuan fans: You were considered the "useless" one in your family/sect. Someone important publicly rejected you (broke off engagements, kicked you out of the house). Now you return transformed, and everyone must reconsider you. Ideal for: Players who love transformation fantasy, social revenge, and being valued after being ignored.

11. The Warmth (暖者 - Nuǎn Zhě)
"Healers" of Broken Hearts
Archetype: The Heart Healer (治愈女)
Concept: Humanoids whose emotional presence has tangible magical effects. They do not heal with conventional magic, but with empathy, food, touch, and appropriate words.
Appearance: A smile that lights up rooms, a soft voice that calms beasts, hands that are always warm. Eyes that reflect the emotion of the one they look into (if you are sad, their eyes seem to share your pain).
Mechanical Traits:
Wisdom +2, Charisma +1
Healing Presence: Allies within 10 feet who can see you have advantage on saves against fear and charm. Your mere presence is "safe ground."
Food of Trust: Once per long rest, you may prepare a special meal. Those who eat with you regain bonus hit dice during the next short rest and must make a Wisdom save (DC 12) or confide an emotional secret in you.
Touch of Comfort: With a touch, you can give advantage on a sanity/emotion saving throw to another creature (once per short rest).
Painful Empathy: You physically feel the emotional pain of nearby allies. When an ally within 30 feet fails a save against fear, you take 1d4 psychic damage.
Qingchuan Fan Background: You didn't want power or fame, just a peaceful home. You encountered a "broken prince" and decided to mend him. Your "found family" is more important than any throne. Ideal for: Players who love nurturing, home-building, and healing romance

12. The Anachronistic (异时者 - Yì Shí Zhě)
"Transmigrated" from other worlds
Archetype: The Intelligent Transmigrated (穿越女)
Concept: Humanoids who mysteriously appeared in this world, with memories of a "non-magical" place where technology and science reigned. They possess impossible knowledge but limited magical powers.
Appearance: Initially disoriented, wears "incorrect" clothing, makes references no one understands. Eyes that show constant wonder and calculation. Sometimes draws strange symbols (mathematics, chemistry) in the air when thinking.
Mechanical Traits:
Intelligence +2, Dexterity +1
Anachronistic Knowledge: Proficiency in two "science" skills: Alchemy (basic chemistry), Medicine (modern hygiene), or History (knowledge of the "future"). You can "invent" simple objects (compass, magnifying glass, basic gunpowder) with materials and time.
History as Map: Once per session, you can declare that you "remember" how this story ends (the DM gives a hint about future consequences of current decisions).
Social Misfit: Disadvantage on History rolls about local customs and court etiquette (you don't know the protocols).
Quick Adaptation: Each time you fail a History roll about local culture, you gain a cumulative +1 on future similar rolls (you learn fast, maximum +5).
Qingchuan Fan Background: You fell into this world from the "modern world" (or a science fiction world). You know who "should" win the throne, but your heart tells you otherwise. You use knowledge of first aid, modern cooking, or basic psychology to impress. Ideal for: Players who love the "fish out of water" trope, the superiority of modern knowledge, and the know-it-all drama.

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I hope this can be source of inspiration for your own games or fanfiction stories. Rewritting the lore or fixing power balance of some homemade idea by another else also is playing D&D

This was created with char-gen.com based in a picture by the artist Robert Segura.
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This picture is special for me because these characters are a mash-up D&D version of Piluca(the blonde girl in the left) and Margie/Dolly (the redhaired girl with glasses in the right) from Robert Segura's comic strip "La Pandilla". A memory from my childhood when there were only two TV channels and internet, mobiles and videoconsoles hadn't arrived yet. I don't like the idea of the characters from the comics I read when I was a child were to be forgotten by the next generations. I hope that by posting a picture of these girls I could help to immortalize them.
 

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