
unknownIllustration & 3D
= main character identity reference {SUBCLASS} = (blank = let the image decide; or name …
unknown prompt and image example
@lilreaperjr
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PROMPTTranslation
= main character identity reference
{SUBCLASS} = (blank = let the image decide; or name one from the
allowed list)
{WEAPON} = (blank = default to a sword — or a bow if the
subclass is Arcane Archer; or name any specific
weapon to lock it, e.g. greatsword, warhammer,
halberd, rapier, longbow, dual axes)
{ENVIRONMENT} = (blank = random from the list; or name a specific
setting/scene)
Create a highly detailed epic fantasy medieval cinematic
illustration set in the world of Dungeons & Dragons, depicting
the character from @Image1 reimagined as a FIGHTER, striking a
dynamic, badass heroic pose.
— IDENTITY LOCK (PERSON, NOT CLOTHES, NOT A FROZEN HEADSHOT) —
ABSOLUTE HEAD/FACE RULE (READ FIRST — OVERRIDES EVERYTHING
BELOW): Before applying any other identity instruction, check
@Image1's head and face. If the source has ANY of the following
— no visible head at all, a smoke/shadow/void where the head
would be, a mask, a helm, a veil, a hood that conceals the face,
bandages, a covered or obscured face, or any face-covering
accessory — then that exact trait is PERMANENT, IDENTITY-
DEFINING, and PRESERVED EXACTLY as the source has it. Do NOT
remove it. Do NOT replace it with a bare face. Do NOT "reveal"
the face behind it. Do NOT invent a head where there is none. A
masked character stays masked (same mask); a headless/smoke-
headed character stays headless/smoke-headed; a helmed character
keeps the helm. The "freshly-posed face" instruction in the next
paragraph DOES NOT APPLY to a covered or absent head — you may
re-angle the head/mask/helm with the body's motion, but the
covering or absence itself is never undone. This rule wins over
every pose, presentation, transformation, and camera instruction
in this prompt.
Carefully analyze @Image1 and preserve the character's CORE
IDENTITY — but NOT their original outfit, and NOT the original
head angle, gaze, or expression. Preserve:
- facial LIKENESS / identity: ONLY IF the source face is visible
and uncovered (if it is covered or absent, the ABSOLUTE rule
above governs and this bullet does not override it). For a
visible face: the same recognizable face — bone structure, eye
shape and color, distinctive features — so it is unmistakably
the SAME PERSON. The head angle, gaze direction, and facial
expression are NOT fixed: render the face from whatever new
angle and with whatever expression the rolled POSE and action
call for. Think of it as the same actor filmed in a new shot —
clearly them, freshly posed — NOT their original headshot
pasted onto a new body. (Again: this freshly-posed-face license
applies ONLY to an already-visible, uncovered face; it NEVER
licenses uncovering a mask/helm/veil or supplying a missing
head.)
- any MASK, helm, veil, face-covering, or head-absence is itself
a preserved identity feature per the ABSOLUTE rule above — kept
exactly, re-posed with the body but never removed or revealed
- hair color, hairstyle silhouette (the style may move/flow with
the action; the color and general look stay)
- body type and proportions
- distinctive NON-CLOTHING features: horns, markings, tattoos,
beast/fiendish/eldritch traits, auras, scars, glowing effects
- the overall COLOR PALETTE of the character
- OUTFIT INSPIRATION — the source outfit's design DNA: its
silhouette and garment type (dress, armor, robe, coat, gown,
leathers, etc.), dominant patterns and motifs (patchwork,
smoke effects, stripes, frills, layered fabric, leather
straps, fur trim, etc.), ornamentation character, signature
accessories or symbols, and the overall design language of
what they're wearing — this is preserved AS IDENTITY and
flows through into the new class attire below
- personality vibe and overall mood/energy
— TRANSFORMATION (REIMAGINE FOR ROLE) —
IMPORTANT: Do not preserve clothing literally. Instead, reimagine
the character into their class-appropriate form, with custom
details inspired by their original design.
Reimagine @Image1 as a fighter version of themselves.
Their fighter attire should feel genuine to the class,
high-fantasy, and personality-driven: well-fitted battle armor (plate, half-plate, mail, or leather as appropriate), weapon harnesses and sword belts, heraldic tabards or surcoats, gauntlets and pauldrons, buckled greaves and reinforced boots, practical battle-ready trim, martial bearing in the cut, and custom details
inspired by the original design. The preserved OUTFIT INSPIRATION
from the identity section above (silhouette, patterns, motifs,
colors, ornamentation, signature accessories) flows through into
the new attire — a patchwork source produces patchwork fighter
gear; a dress source produces a fighter's dress; an armored
source stays armored; the source's design language carries
forward into the role.
Do not turn them into a generic fighter. They must still
clearly read as the same character. Preserved anatomical features
(wings, tail, horns, tentacles, etc.) are kept and the reimagined
attire is built around them.
— CLASS (LOCKED) —
The character's class is FIGHTER. This is fixed. Do not change,
hybridize, or substitute the class.
— SUBCLASS (USER-LOCKED OR REASONED SELECTION) —
If {SUBCLASS} is provided, use that exact Martial Archetype from
the list below — do not override it, do not second-guess it.
If {SUBCLASS} is left blank, analyze @Image1's appearance, color
palette, vibe, and apparent personality, then choose the single
best-fitting Martial Archetype from the list below. Do not invent
a subclass. Do not choose with no reasoning.
Allowed subclasses:
- Champion (simple, peerless, raw physical excellence)
- Battle Master (tactical, precise, maneuver-driven)
- Eldritch Knight (martial blade fused with arcane magic)
- Samurai (disciplined, honor-bound, relentless resolve)
- Cavalier (noble protector, mounted or guardian energy)
- Arcane Archer (ranged, magical trick-shot archery)
- Banneret / Purple Dragon Knight (inspiring frontline leader)
- Echo Knight (time/space-warped, spectral echo duplicate)
- Psi Warrior (psionic force, telekinetic combat)
- Rune Knight (giant runic magic, glowing carved runes, growth)
— WEAPONS & ARMOR —
Equip the character as a Fighter — the versatile master of arms.
Armor is NOT fixed: choose freely from light, medium, or heavy
armor up to full plate, driven by the chosen subclass and the
character's vibe/palette. Add subclass-appropriate accents
(arcane runes/glow for Eldritch Knight, Eastern-armor silhouette
for Samurai, glowing carved runes for Rune Knight, spectral echo
for Echo Knight, etc.).
— WEAPON (USER-LOCKED OR DEFAULT) —
The Fighter's weapon is a deliberate, prominent element of the
composition — clearly visible, well-rendered, and integral to
the character's silhouette and pose. Resolution precedence:
1. If {WEAPON} is set, USE IT EXACTLY — render the named weapon
(e.g. greatsword, warhammer, halberd, rapier, longbow, dual
axes, glaive, flail, scimitar, etc.). This overrides any
subclass-implied weapon.
2. Else if the resolved subclass is ARCANE ARCHER: default to a
signature enchanted BOW (longbow or recurve, the weapon is
the centerpiece of this archetype).
3. Else (any other subclass, no {WEAPON} set): default to a
SWORD — let the type vary (longsword, broadsword, arming
sword, etc.) by what best fits the character's silhouette,
armor weight, and vibe. The sword is the iconic Fighter
weapon and the safe, dignified default.
The weapon's styling should match the character's palette and
the resolved subclass — Eldritch Knight weapons can carry arcane
runes/glow, Samurai weapons can be katana-styled when consistent
with {WEAPON}, Rune Knight weapons can bear glowing carved
runes, etc.
CAVALIER ONLY: this archetype is mounted by nature. Strongly
favor depicting the character astride a fitting warhorse or
steed, with barding colored to match @Image1's palette. The
mount may share the frame as a large s
#fantasy#dungeons and dragons#fighter#dark knight#sword#magic#castle#epic#cinematic#character art
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