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

K one more, because I just painted this guy from Bones 6. But yeah, I can see a LOT of uses for this in my campaign - I like it because my miniatures are still the focus, and I can stipulate the setting. I'm going to see if it can combine my miniatures with my terrain builds, for games where we have to play online.

Hippofolk in front of pyramid.jpg
 

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So the free Bing version, has this thing now where it shows you what its (I assume) referenced to build up its generated image.

Anyone else seeing their older stuff from this thread as part of the feedback loop like I have? :LOL:
 

It is curious about you can ask help to create homemade rules inspired in other game systems, for example levels of mental health inspired in "Unknown Armies" and levels of vitality inspired into the health-levels of storytelling system (World of Dakrness or Trinity).

(this mix of kawai/cute and weird is really amazing. Don't worry, it is family-friendly).

1. The Dolls (封护族 - Fēng Hù Zú)
"Guardians reincarnated in bodies of tenderness"
Origin: Adults who died with an intense desire to protect children. Their sacrifice granted them new life in bodies designed to inspire trust and affection: small dolls (3-4 feet tall), resembling plush toys or 80s vinyl, with large, expressive eyes and comforting pastel colors.
The Hidden Gift: They have the power to transform into organic humanoids, though limited at low levels. At first, they believe they were always dolls; memories of their previous life return gradually, usually during moments of great emotion or when a child is in real danger.
Mechanical Traits:
Constitution +2, Wisdom +1
Plush Form: As a bonus action, you become rigid and inanimate, indistinguishable from a normal toy. While inanimate: you do not need to breathe/eat, you perceive your surroundings to a limited extent, and you cannot move or speak. Duration: indefinite. Usable 1/short rest.
Protective Smile: Advantage on Charisma checks with children and small creatures. You can use Wisdom (Insight) to detect whether a child is in emotional or physical danger, even if well hidden.
Organic Awakening: At 5th level, you discover your true nature. You gain the ability to assume Human Form for 10 minutes (1/long rest):
Medium size, appearance of your previous life (humanoid adult).
You retain your stats but lose "toy" traits. At the end, you are exhausted (disadvantage in everything) for 1 hour.
Guardian Sacrifice: If a child (small creature or smaller) is within 5 feet and would take lethal damage, you can use reaction to interpose yourself. You take the full damage; the child is unharmed.
Progressive Memories: Each time you use Guardian Sacrifice or Organic Awakening, the DM reveals a fragment of your previous life to you (co-story mechanic).
Nuances of tone: From tender adventures protecting children's villages to dramatic revelations about who they were and why they died.

2. The Shining Stars (殒星族 - Yǔn Xīng Zú)
"Fallen stars that shine again"
Origin: Celestial creatures who were magical girls in a previous life. They fell in battle against evil or saving innocents, but their sacrifice was not the end. The cosmos gathered them, purified them, and returned them in new forms: humanoids with vestiges of their former magic (shimmering accessories, light markings on their skin, eyes that reflect constellations).
The hidden truth: They don't consciously remember being magical girls, but sometimes they dream of battles, feel nostalgia for places they've never visited, or experience déjà vu when seeing certain types of monsters. As they grow in power, they can "awaken" techniques from their previous life.
Mechanical Traits:
Charisma +2, Dexterity +1
Starlight: You emanate dim light (10 feet of bright light, an additional 10 feet of gloom). You can suppress/restore this as a bonus action. Those who see you for the first time feel "comforting familiarity," not fear.
Battle Dreams: During long rests, the DM can narrate fragments of dreams (visions of your life as a magical girl). These dreams may contain useful clues for your current adventure.
Skill Awakening: At 3rd, 7th, and 11th level, you choose one Remembered Skill from the list (representing unlocked skills from your previous life):
Heart Barrier: Force shield 5 feet, protects allies;
Flare of Hope: Beam of light, radiant damage + temporary blindness;
Starflight: Levitate 30 feet for 1 minute;
Bond Heal: Heals an ally you recently protected;
Debt of Sacrifice: If you die protecting an innocent, you can choose not to die completely. You become a Guiding Star (an intangible spirit that accompanies the party for 24 hours, can grant advantage on one roll per round), then reappear in a safe place with 1 HP. Usable 1 per level.
Vulnerability: Effects that drain hope, dreams, or joy affect you doubly (you are literally made of those things).
Tonal Nuances: Luminous adventures of discovery, poetic moments of sacrifice, revelations about past identity that can be painful but not destructive.

3. Pet-Keepers (灵伴族 - Líng Bàn Zú)
"Where two sparks merged into one"
Origin: Children who were on the verge of death (illness, accident, monster attack). At that critical moment, a magical pet (a small creature, generally considered "weak" or "common") willingly offered them its life spark: its magical essence, its life, its soul. The result is neither the original child nor the pet, but something new: a being with the body of a child but with the characteristics of the pet (ears, tail, eyes, fur), with memories of both, and with a doubly intense life spark.
Side effects: Sometimes they speak in the plural ("we"). Sometimes their instincts are more animal than human. Sometimes... they feel there should be two, not one.
Mechanical Traits:
Dexterity +2, Constitution +1
Dual Heritage: Choose pet type when creating a character. Determines characteristics:
Feline: Darkvision, climb 30 feet, fall 20 feet without damage.
Canine: Keen Sense of Smell (advantage on tracking), bite 1d6, unwavering loyalty (advantage on saving throws against charms).
Avian: Flight 30 feet (not in heavy armor), keen vision (advantage on visual perception).
Reptile: Breathe underwater, scaly skin (+1 AC), sense vibrations (advantage against being surprised). Small mammal (rabbit, squirrel): Stealth, sense danger (advantage on initiative), store small items in internal pouches.
Shared Spark: You have advantage on saving throws against death. If you fail 3 death saves, instead of dying you become Pet Form (a small creature of your kind, 10 HP, cannot speak, only communicate emotionally) for 1 hour. If you survive, you regain 1 HP and return to normal form. Usable 1/long rest.
Speak from the Heart: You can communicate telepathically with animals of your pet type (emotions/images, not complex words). Accelerated Growth: You mature faster than humans (adult at age 12), but live the same amount of time. Your appearance remains "youthful" longer.
Nostalgia for Two: Sometimes you feel someone is missing, or that you should be in two places at once. When this happens during a long rest, the DM can give you a vision/flashback of your "other half's" life (useful for clues).
Shades of Tone: Stories of growth, identity discovery, acceptance of being "different," moments of vulnerability when duality feels intense.

4. The Builders (械心族 - Xiè Xīn Zú)
"Humanity containing beast, creativity giving life"
Origin: Survivors of a biomechanical infection caused by beings of organic technology (not cold machines, but creatures of flesh-metal, bone-circuit). The infection didn't turn them into monsters because their human will was stronger, but the "biomechanical beast" remains within, dormant, hungry to create, to multiply, to make more like itself.
The daily struggle: Maintain self-control. Don't let the beast take over. Use their gifts (creation, adaptation, resilience) without losing themselves in them.
The unexpected gift: They can create seed-eggs, capsules of biomechanical matter that, upon hatching, produce biomechanical beastlings. These are generally non-sentient animal creatures that serve as mounts, guardians, or living tools. But sometimes... one of these offspring awakens. It develops consciousness. Memories it shouldn't have. It becomes a new Constructor, with a humanoid soul reincarnated in a biomechanical beast body.
Mechanical Traits:
Intelligence +2, Constitution +1.
Inner Beast: You have 3 Control points. You spend 1 to:
Gain advantage on a Strength or Constitution check (beast strength)
Create a simple biomechanical object (tool, improvised weapon, living rope)
Regenerate 1d8 HP (the beast heals you)
If you spend all points, you must make a DC 12 Wisdom save or the beast takes control for 1 minute (you act like a wild beast, attacking the nearest target).
You regain all points after a long rest.
Egg-Seed: During a long rest, you can create 1 egg-seed (maximum 3 simultaneously). After 24 hours, it hatches: Normally (99%): Non-sentient biomechanical beast (Medium size, 20 HP, obeys simple commands, lasts 1 week then disintegrates) Rarely (10%): Awakened Hatchling - NPC with common humanoid stats, self-awareness, fragmented memories of a past life, natural loyalty to you (but free will)
Nurturing Relationship: If an Awakened Hatchling chooses you as its mentor/parent, you gain: Advantage on rolls when protecting that hatchling. If the hatchling dies, you suffer severe psychic damage but permanently gain +1 to maximum Control (you learn from pain). If the hatchling reaches adulthood, it becomes a permanent ally and you gain Beast Technique (new skill depending on the hatchling type).
Biomechanical Resistance: Resistance to poison, diseases, and damage from non-magical objects. Vulnerable to fire damage (flesh-metal melts) and radiant damage (purification leaves so Humanity, without the beast).
Tonal nuances: Controllable inner struggle, life-giving creativity (literally), complex mentoring relationships, acceptance of the "monstrous" in oneself.

5. The Reborn (重启族 - Chóng Qǐ Zú)
"Stories that Refuse to End"
Origin: Incarnations of characters created by human imagination but forgotten: heroes of fairy tales no one tells anymore, protagonists of local legends erased by progress, fantasies of teenagers who read too much and dreamed too much, characters from works of fiction that were never written (only imagined).
The truth they feel: They know, in some non-rational way, that they are characters in a work of fiction. That they existed in human minds before existing in this world. That their "original author" abandoned them, forgot them, or died before finishing their story.
The need: To continue existing, they must participate in new stories. Be protagonists, important allies, memorable characters in new narratives. If they become irrelevant, if no one "tells" about them, they begin to fade away.
Mechanical Traits:
Charisma +2, Intelligence +1.
Narrative Awareness: This isn't the meta-game of "knowing it's a role-playing game," but rather a story instinct. You can:
Detect who is the "protagonist" of the current situation (who has the attention of fate).
Know if you are in a "major scene" or a "transition" (narrative pacing intuition).
Once per session, declare "this is my moment": you gain advantage on all rolls during a dramatic scene that directly involves you.
Story Type: Choose your origin when creating your character. Determines additional skill:
Fairy Tale: Advantage against charms, talk to small animals.
Epic Legend: Advantage on fear rolls, resistance to intimidation.
Juvenile Fantasy: Advantage in investigation/exploration, never get lost in new places.
Cosmic Horror: Detect illusions, resistance to psychic damage.
Comedy: Once per short rest, you can declare something "too absurd to be taken seriously" and cancel the fear/confusion effect on nearby allies.
Vanishing: If you go 7 days without "participating in significant story" (adventure, rescue, discovery, heroic/comedic/memorable act, or any public enteraiment action), you gain 1 level of exhaustion that is not removed by rest. It is only removed by participating in an funny or dramatic scene.
Retelling: If you die, you don't die completely if someone tells your story. Another PC must spend an action narrating who you were, what you did, and why you mattered. If you do so movingly (DC Charisma roll of 15), you reappear with 1 PV in the next scene, "rescued by the power of story." Audience Bond: You can establish an "audience" (specific NPCs who follow your exploits). As long as you have at least 3 "fans" alive, you get +1 to all saving throws (someone is "talking" about you).
Tonal Nuances: Fluid identity, need for meaning, collaborative creativity, fear of being forgotten, celebration of narrative as a life force.

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1. The Graceful Ones (or Maidens of Grace) (恩光族 - Ēn Guāng Zú)
"Chosen by mystery, united by purpose"
Appearance: Small to medium-sized humanoids with deliberately kawaii features: large, expressive eyes (often unnatural colors like pink, lavender, or gold), soft, rounded proportions, and movements that suggest innate grace. They are not necessarily beautiful in a conventional sense, but rather comforting—their presence is calming, their smile inspires confidence. They wear clothing that seems overly elaborate for practical adventurers: frills, bows, pastel colors, but with subtle symbols of authority.
The mystery: They have no memory of being chosen. They have no memory of training. They simply awoke with a mark of light (a soft glow on their chest, palm, or forehead) and an instinctive knowledge that they must protect, guide, and unite. Other Graceful Maidens feel an instant familiarity, even if they have never met.
Mechanical Traits:
Charisma +2, Wisdom +1.
Light of Union: Allies within 30 feet who can see you gain hope: once per round, they can reroll a die (1/long rest). If another Grace Maiden is within that radius, both can use this ability once more each. Portal of Refuge: With a 10-minute ritual, you open passage to a safe plane (pocket dimension, ethereal sanctuary, or similar depending on the setting). Medium size, lasts 1 minute. Usable 1/short rest. Other refugees may remain there; you decide who enters.
Dream City: During long rests, you mentally "travel" to a mysterious location (great abandoned city, empty celestial temple, infinite library—adjust to setting). There you can:
Explore (DM describes findings),
Recover resources (minor treasure roll),
Establish safe points for community (base/advance mechanic).
Shared Secret: You instinctively recognize other Grace Maidens. Advantage on help/empathy rolls with them. None willingly reveal their mysterious origin, though all suspect it.
Vulnerability: Certain enemies (dragons, defiler spellcasters, chosen one hunters) easily detect your "light." They have the advantage in locating you, and you have the disadvantage against their corruption magic.
Ideal for: Group leaders, emotional support, personal mystery, community building

2. The Heirs of Dust (壤生族 - Rǎng Shēng Zú)
"Children of the wounded earth, bearers of renewal"
Appearance: Earth-toned skin (ochre, clay, slate) with natural patterns resembling drought cracks or mineral veins. Deep green or golden amber eyes with vegetal highlights. Hair that moves almost imperceptibly like grass in the wind. They are not barren; they are a reservoir of contained life.
The gift: Within them, they carry the seed of life, a legacy of ancient natural powers or earth gods. They can restore what was destroyed, but slowly, patiently, like nature itself.
Mechanical Traits:
Constitution +2, Wisdom +1.
Child of the Land: Resistance to fire and radiant damage. Survival advantage in devastated lands. You do not need water as frequently as other humanoids.
Seed of Renewal: Soil Restoration: You can purify land contaminated by defiling magic, poison, or corruption. 8-hour ritual. Full effect after one month (gradual growth of vegetation, return of minor fauna). Water Purification: Immerse yourself or a part of your body in contaminated liquid (up to 10 gallons). After one hour, the water is drinkable. Usable 3 times, recovers after a long rest.
Symbiosis of Hope: If a Maiden of Grace names you "guardian of the land" (1-minute ritual), you can sense their direction/distance on the same plane. If she dies, you suffer psychic damage (2d10) and are emotionally stunned for 1 hour.
Defiler Resistance: Immune to "dead earth" effects (magic that destroys vegetation, desiccation). If you willfully use defiler/nature-destruction magic, you permanently lose Seed of Renewal.
Ideal for: Earth healers, patient guardians, and bridging the gap between destruction and renewal.

3. The Whispered Ones (语灵族 - Yǔ Líng Zú)
"Bearers of voices that are not their own"
Appearance: Heterochromatic eyes (one natural, the other changing color depending on the active voice). Birthmarks that resemble ancient writing. Sometimes their shadows do not match their movements, or their reflections show gestures they did not make.
The Voices: They listen to advice, warnings, fragments of knowledge from unknown sources. They are not madness; they are real information, albeit fragmented, sometimes contradictory, always mysterious.
Mechanical Traits:
Intelligence +2, Charisma +1
Voices of Knowledge: You have four voices (determined by the DM or choose from the list: Scholar, Warrior, Priest, Traveler, Artist, Scientist, Child, Elder). As a bonus action for 10 minutes (1/short rest), you let a voice speak: Advantage on skills related to voice personality. Access to knowledge you do not possess (DM provides helpful hint).
Danger Detection: You sense imminent threats before others. When the DM determines there is hidden danger, you automatically detect it. Effect: You must use reaction to warn companions (free action), but you are frightened by the intensity of the sight/hearing.
The Shadow Voice: When a fifth voice is activated (beyond the four normal ones): Shadow Voice appears: a personality contrary to your own, potentially hostile or destructive. Disadvantage on Auditory Perception and Concentration checks. Can be silenced with a successful long rest (DC 12 Wisdom save; on a failure, the shadow remains active). Voice Control: You can voluntarily "confine" the Shadow Voice by sacrificing one of your four normal voices. You regain a normal voice after a long rest in a sanctuary/place of peace.
Ideal for: Oracles, mystery explorers, characters with a complex relationship with their own minds.

4. The Warbound (战契族 - Zhàn Qì Zú)
"Born of conflict, forged in purpose" Appearance: Tall (6-7 feet), bone structure suggesting contained strength. Skin with energy markings (lines that glow softly in tension or emotion), a unique pattern for each individual. Eyes of intense and unusual colors. Movements that combine grace and raw power.
The legacy: Product of ancient war magic, fusion experiments, or simply evolution forced by generations of conflict. They are neither one nor the other; they are new purpose made flesh.
Mechanical Traits: Strength +2, Dexterity +1
Legacy of Conflict: Choose at character creation:
Line of Strength: +1 melee damage, speed 35 ft., use Great weapons with -2 instead of impossible
Line of Grace: Advantage against magic, sleight of hand, vision that detects minor illusions
Echo of Battle: When you first see a certain type of enemy (faeries, giants, or species your DM determines as "rival ancestors"), you suffer disadvantage to concentration except for aggressive actions against that enemy. You gain advantage on saving throws against fear.
This effect ends when:
Enemy disappears from sight
Enemy is out of combat (surrendered, killed, neutralized)
Direct order of Maiden of Grace (her voice calms the echo)
Intense Life: Maturity at age 10, adulthood at age 15, elderhood at age 50. You gain +1 to all skill checks (compressed experience).
Rebirth Hibernation: Upon dying of old age (around 50 years old), you enter a one-year hibernation. Upon awakening: Level 1 in class (power reset). You retain memories of past skills (proficiencies, languages, world knowledge). New energy mark on your skin (visual record of past "lives"). You can hibernate a maximum of three times; the fourth death is final.
Ideal for: Warriors with a sense of urgency, characters with multiple lives, brute force with emotional vulnerability.

5. The Dragging (界越族 - Jiè Yuè Zú)
"Travelers from beyond, memories of another place"
Appearance: They vary widely. Some resemble standard humanoids with "incorrect" details: overly perfect symmetry, absence of a navel, skin patterns that suggest circuitry or writing. Others have features that seem "designed": slightly out-of-sync movements, mismatched reflections, eyes that catch light in impossible ways.
Origin: They come from another plane, another world, another reality. They don't remember the journey well. They know there was something before, but it's like remembering a dream upon waking. They have unexplained abilities: they understand machines they've never seen, read symbols no one else can see, sense when "the limits of the world" are near.
Mechanical Traits:
Dexterity +2, Intelligence +1
Alien Understanding: You can "read" technological or magical objects of foreign origin as if you had identification. Use unfamiliar devices with intuition (advantage on first use). Advantage on saving throws against effects of "magical technology" or "foreign magic."
Virtual Lenses: With a 1-hour ritual near a Maiden of Grace, you establish a connection to a source of knowledge/visualization (ethereal library, celestial archive, or similar depending on the setting). For a time equivalent to a short rest, you access: Music, dramatic works, scholarly lectures, historical information about a specific place/object (advantage on the next History/Arcana roll).
Key Effect: This use counts as "being near a Maiden" to avoid Call of Silence.
Place Memory: Once per long rest, you attempt to recall your origin. Roll 1d20 + Intelligence. 15+: You regain useful memory (resource location, device function, warning of danger on a foreign plane). Disconnection: You have no "soul" detectable by standard magic from your home plane. Effects that affect souls do not affect you. You cannot be resurrected by normal divine magic (you need a ritual instead of your Origin or Maiden's assistance).
Call of Silence: If you go 7 days without using Virtual Goggles, being certain places of refuges (whose portals are opened by the Gratefuls) or being near the Maiden of Grace, you gain 1 level of Exhaustion that is not removed by rest. It only disappears upon reconnecting.
Ideal for: Explorers of the strange, characters with mysterious pasts, experts in the otherworldly.

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I can believe it but watching this cute picture I want to buy the manga (if this was released)
 

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