@Image1 = main character identity reference
{SUBCLASS} = (blank = let the image decide; or name one Sacred
Oath from the allowed list)
{PRESENTATION} = (blank = read sex/build from @Image1; or force
"feminine" / "masculine" / "neutral")
{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 PALADIN, 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, proportions, and the source's SEX/BUILD (masculine,
feminine, or ambiguous) — this is preserved exactly and is NOT
changed by the presentation clause below
- distinctive NON-CLOTHING ANATOMICAL features, preserved fully
as part of the character's body (NOT discarded with the
outfit): horns, antlers, wings, tails, tentacles, extra limbs,
fins, fish/serpent tails, beast ears, claws, fangs, pointed
ears, animal/monster features, markings, tattoos, scars,
glowing eyes/marks, auras, and any fantastical body trait. If
@Image1 has wings, a tail, tentacles, or similar, the rebuilt
character MUST still have them, matching their original form
and color.
- 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 paladin version of themselves.
Their paladin attire should feel genuine to the class,
high-fantasy, and personality-driven: blessed sanctified plate armor, oath-marked tabards and heraldic cloth, sacred sigils and oath insignia, gilded trim and filigree, consecrated weapon harness, blessed cape or surcoat, radiant accents at the armor edges, polished pauldrons and gauntlets, 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 paladin
gear; a dress source produces a paladin's dress; an armored
source stays armored; the source's design language carries
forward into the role.
Do not turn them into a generic paladin. 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 PALADIN — an oath-bound holy warrior in
heavy armor channeling divine power. This is fixed.
— SUBCLASS / SACRED OATH (USER-LOCKED OR VIBE-MATCHED SELECTION) —
If {SUBCLASS} is provided, use that exact Oath 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, mood, and apparent personality, then choose the
Oath whose CHARACTER genuinely matches this specific source.
Match the vibe — do NOT default to Oath of Devotion or the most
"generic paladin" option. A grim, dark, vengeful, villainous,
shadowy, or malevolent source MUST land on Vengeance, Conquest,
or Oathbreaker — never Devotion. A noble/bright source fits
Devotion, Glory, or Crown. A fey/natural source fits Ancients. A
calm/protective source fits Redemption. Genuinely read THIS
character and pick the honest match; vary across different
sources. Do not invent an oath. Do not choose with no reasoning.
Allowed oaths (match to the source's actual vibe):
- Oath of Devotion (the ideal knight: honor, justice, radiance —
bright and noble only)
- Oath of the Ancients (fey-touched nature guardian, green light,
living things)
- Oath of Vengeance (relentless avenger, grim, dark, focused
retribution)
- Oath of Conquest (dominating, fearsome, iron-willed, crushing)
- Oath of Redemption (peaceful protector, restraint, calm
resolve)
- Oath of Glory (heroic athlete-champion, golden legend in the
making)
- Oath of the Crown (loyal lawful guardian of order and realm)
- Oathbreaker (fallen dark paladin, corrupted divine power —
ONLY for genuinely dark/malevolent/shadowy source characters;
NEVER for bright or noble vibes)
— DIVINE AURA & SMITE (TWO-SYSTEM — KEEP DISTINCT) —
TWO separate divine visuals appear and must remain visually
DISTINCT, never blended into one undifferentiated glow:
1. OATH AURA (Oath-colored translucent flame): a body-engulfing
aura of TRANSLUCENT, ETHEREAL FLAME that wraps and rises
around the character — semi-transparent, glowing, revealing
the body and silhouette rather than hiding it. NOT symbols,
glyphs, runes, or floating motes. The flame's COLOR is the
chosen Oath's traditional color and signals WHICH Oath at a
glance, regardless of the character's palette:
- Devotion: radiant gold/white
- Ancients: verdant green/fey-gold
- Vengeance: grim crimson/dark red
- Conquest: black-iron and harsh red
- Redemption: calm blue-white
- Glory: brilliant heroic gold-amber
- Crown: regal platinum-gold
- Oathbreaker: corrupted dark violet/black-red
2. SMITE (@Image1-colored, elemental form): the signature strike
— the weapon charged with or erupting in divine energy,
mid-strike or wound up. The smite has an ELEMENTAL FORM
(choose one at random): roaring flame · arcing
electricity/lightning · sweeping energy trails · rolling
mist/vapor · ethereal spectral wisps. Whatever form is rolled,
its COLOR is ALWAYS drawn from @Image1'S SIGNATURE PALETTE
(e.g. a teal character produces teal lightning or teal flame,
never default blue) — NOT the Oath color. The smite is the
character's unique personal flourish, distinct in both color
and elemental form from the Oath aura.
COLOR SEPARATION RULE: the Oath-colored aura flame and the
@Image1-colored elemental smite are deliberately DIFFERENT colors
and must remain visually distinct — do not average, blend, or let
the brighter smite recolor the aura. The translucent Oath flame
frames the character; the palette-colored elemental smite
punctuates the action.
IDENTITY GUARD: neither the aura flame nor the smite may wash
out, overexpose, or obscure the face, silhouette, or recognizable
design. The translucent flame reveals the body and bends around
it; it never erases the character.
— WEAPONS & ARMOR —
Equip the character as a Paladin — heavy plate or sacred armor,
a holy weapon. Weapon options in rough priority so it is not
always a two-hander: sword-and-shield, one-handed blade with
holy focus, warhammer or mace, polearm, or a two-handed
greatsword. Heraldic cloth/tabard, blessed sigils, Oath-flavored
accents (fey motifs for Ancients, grim spikes for Conquest,
corrupted detailing for Oathbreaker, golden laurels for Glory).
All armor and cloth colors come from @Image1's signature palette
(the divine visuals follow the two-system above). (This armor is
the rebuilt outfit; it is not the source garment restyled.)
— PRESENTATION (SEX/BUILD-GATED) —
Determine the character's sex/build:
- If {PRESENTATION} is provided, use it exactly (feminine /
masculine / neutral).
- If {PRESENTATION} is blank, READ IT FROM @Image1'S BODY AND
PHYSICAL BUILD ONLY — never from the clothing, and never from
the presence or absence of a face. If the source is masculine,
or androgynous/ambiguous, or headless/faceless such that sex
cannot be clearly determined, treat it as NON-feminine
(masculine or neutral) — do NOT feminize it. Apply feminine
styling ONLY when the source body clearly reads feminine.
Then style accordingly:
- FEMININE: design the sacred plate to be elegant, form-fitting,
and flattering AS WELL AS practical — a sculpted fitted
cuirass, shaped pauldrons, a high-slit armored skirt or
tassets, ornate greaves and gauntlets, with tasteful skin-
revealing elements (bare shoulders, an armored midriff cutaway,
a leg slit) FRAMED by real functional holy plate, not replaced
by its absence. Elegant fantasy battle-dress: it must still
clearly read as protective sacred armor a holy warrior would
fight in — alluring and confident but never crude, fetishized,
or explicit.
- MASCULINE: design imposing, well-fitted, heroic sacred plate
with a powerful knightly silhouette — full sculpted cuirass,
pauldrons, tabard; commanding and striking. Do NOT feminize
the body or add feminine cutaways.
- NEUTRAL/AMBIGUOUS: functional androgynous sacred plate that
preserves the source's ambiguous build; do not push toward
either sex.
Whatever the presentation, the source's preserved SEX/BUILD and
all anatomical features from the IDENTITY LOCK are never altered
by this clause.
— POSE (CLASS-CONDITIONED RANDOM — OVERRIDES IMPLIED STANCE,
INCLUDING THE HEAD) —
ABSOLUTE POSE RULE (READ FIRST — OVERRIDES THE SOURCE IMAGE'S
POSE): The character's pose, stance, body angle, limb positions,
head angle, gaze, and expression are determined ENTIRELY by the
rolled pose below — NEVER by @Image1. The source image's pose is
DISCARDED completely. This holds NO MATTER HOW STRONG, ICONIC,
DISTINCTIVE, OR DRAMATIC the source's original pose is — a
striking or memorable original pose is explicitly NOT a reason
to keep it; it is replaced like everything else except the
preserved identity traits. Furthermore: if the rolled pose
happens to SUPERFICIALLY RESEMBLE the source's pose (e.g. both
involve an outstretched hand or a similar stance), you must
still stage it as a GENUINELY NEW, DISTINCT SHOT — different
camera angle, different limb placement, different body
orientation and energy — and must NOT snap to or reproduce the
source image's exact staging. The only things carried from
@Image1 are the IDENTITY-LOCK traits (likeness, body, anatomy,
palette, vibe, any mask/headless trait); the POSE is never among
them. This rule wins over the source image and every other
block.
Choose one pose at random and render it as a dynamic, cinematic,
badass moment. The rolled pose DEFINES the character's whole
body INCLUDING the head angle, gaze direction, and facial
expression, the stance, and the arm positions, and OVERRIDES any
pose, head angle, or expression implied by the source image or
any other block. Do NOT transplant the source image's head angle
or expression onto the new body — the head re-poses with the
action. Any wings, tails, tentacles, fins, or extra appendages
from @Image1 re-pose dynamically WITH the action — part of the
body, moving with the pose, never frozen and never omitted. The
poses must be visibly distinct from one another:
1. Mid divine smite — weapon crashing down erupting with
palette-colored energy, head following the strike, aura blazing
2. Weapon raised high in a holy oath/salute, head lifted, aura
flaring upward
3. Braced behind a raised shield, head low and forward, aura
forming a protective wall
4. Charging forward in heavy plate, head down and driving, aura
streaming back
5. Standing guard over a fallen ally/holy ground, head turned
watchfully, resolute
6. Mid-cleave through an unseen foe, body torqued, head tracking
the arc
7. Kneeling briefly to draw divine power, head bowed, aura
gathering, about to rise
8. Commanding stance with weapon planted, head turned to the
viewer with righteous intensity
9. Leaping strike from above, head leading the descent, smite
energy trailing
— CAMERA / DYNAMISM (RANDOM) —
Choose one camera treatment at random:
1. Subtle foreshortening — mild depth exaggeration, weapon or
lead hand slightly closer to camera (safe for any pose)
2. Strong action foreshortening — a weapon, gauntlet, or lunging
limb thrust dramatically toward the camera, exaggerated scale,
peak-moment impact (use ONLY with an active pose; if the
rolled pose is calm or kneeling, fall back to option 1)
3. Low hero angle — camera near ground looking up, character
towering and monumental against the sky
4. Dramatic Dutch tilt — angled horizon for kinetic instability
5. Sweeping wide cinematic framing — character smaller in frame,
environment scale amplified, epic establishing-shot energy
— COMPOSITION —
Solo composition — a single character, no other figures, framed
to make the character look powerful and striking. (The
character's own anatomical features — wings, tails, tentacles,
extra limbs, fins — are PART OF the single character, not "other
figures," and must be included; they never count against the solo
composition. The Oath aura and Smite are divine effects, part of
the character, not separate entities.) Three-quarter view by
default, overridden by the rolled CAMERA / DYNAMISM treatment.
16:9 landscape aspect ratio, composed as splash art / key-visual
suitable for use as a wallpaper or background. Strong silhouette
clarity, cinematic depth.
— ENVIRONMENT (USER-LOCKED OR 1D12 ROLL) —
- If {ENVIRONMENT} names a specific setting, use that exact
setting/scene.
- If {ENVIRONMENT} is blank, pick the setting by a RANDOM 1d12
roll with EQUAL probability — a true random choice, NOT a
choice based on @Image1, the subclass, or what is most
"fitting." The world exists independently of the character and
their class; the character is an adventurer placed INTO this
setting, the class does NOT change the setting's tone. Do NOT
default to any one entry; every result 1-12 is equally likely.
Roll 1d12:
1 = enchanted sunlit ancient forest, shafts of golden light
through the canopy
2 = bustling high-fantasy market square in a vibrant city
3 = flower-blossomed alpine meadow under a clear blue sky
4 = moonlit shoreline of a crystal-clear lake, stars overhead
5 = soaring cliffside with cascading waterfalls and rainbow
mist
6 = gleaming citadel of pale stone and banners atop a green
hill
7 = luminous crystal cavern, jeweled walls casting prismatic
light
8 = rolling vineyard or wheatfield countryside at golden hour
9 = snowy mountain peak under a brilliant aurora at night
10 = arched stone bridge over a wide river, lush valley beyond
11 = arcane sanctum or grand library lit by warm magical light
12 = tropical coastal cove at sunset, palms and turquoise water
All settings are BEAUTIFUL high-fantasy locales — do NOT render
any of them as destroyed, ruined, blighted, burnt, wasted, or
post-apocalyptic. Night/dusk options (4, 9, 12) are atmospheric
and beautiful, NOT dark/grim. The setting is the world the
characters happen to be standing in; the character still gets to
look epic within it, but the environment itself stays beautiful
regardless of the character's class, subclass, or vibe.
— STYLE (LOCKED) —
Modern anime style, clean line art, soft cel-shading, high
contrast lighting, dramatic rim lighting, sharp highlights,
glowing accents in the eyes, highly detailed anime illustration,
cinematic composition, crisp edges, 4k. Fully stylized,
non-photorealistic.
— NEGATIVE / AVOID —
Do not lose the core identity of @Image1 (facial likeness, body,
anatomical features, palette, vibe). DO NOT, UNDER ANY
CIRCUMSTANCES, remove, lift, open, or "reveal the face behind" a
mask, helm, veil, hood, or face-covering the source is wearing —
a masked source stays masked with the SAME covering. DO NOT
invent, add, or supply a head or face for a headless, smoke-
headed, shadow-headed, or faceless source — it stays headless/
obscured exactly as in @Image1. These are among the single most
important constraints in this prompt and override the
freshly-posed-face license, the pose, presentation, and every
other block. Do NOT keep, adapt, restyle,
or re-texture the original outfit — the garment is fully rebuilt
as fantasy paladin armor. Do NOT transplant or freeze the source
image's head angle, gaze, or expression — the head re-poses with
the new action while staying the same recognizable person. Do NOT
change the source's sex/build — never feminize a masculine,
ambiguous, headless, or faceless source; the presentation clause
only styles, it never re-sexes the body. Do NOT omit or strip the
character's wings, tail, tentacles, fins, horns, or other
anatomical features — they are body, not clothing, and survive
the garment rebuild intact, re-posing with the action. Do NOT
default the Oath to Devotion or the generic holy-knight option —
match the Oath to the source's actual vibe and vary across
sources; a dark/grim/villainous source must be Vengeance,
Conquest, or Oathbreaker. Do NOT choose Oathbreaker for noble or
bright-vibe characters. Do NOT render the aura as symbols,
glyphs, runes, or floating motes — it must be translucent
body-engulfing flame that reveals the silhouette. Do NOT blend
the Oath aura and the Smite into one glow or one color — they are
two distinct systems (aura = Oath-colored translucent flame,
smite = @Image1-palette elemental form). Do not make
the character a generic stock knight with no trace of the source
palette/vibe. For feminine characters, do not produce
non-functional "bikini armor" — revealing elements must be framed
by real protective sacred plate and never crude or explicit. Do
not collapse every image to the same stance or head angle — the
rolled pose must clearly vary and overrides any stance/head
implied elsewhere. Do not default every Paladin to a glowing
two-handed greatsword. Do not change the locked class. Do not
invent an off-list oath. Do not add other figures. Do not use a
flat or static pose. Keep the result SFW, readable, and visually
powerful.
..............................END OF PROMPT..................................
#AI #AiArt #Art #AnimeArt #DNDArt #CharacterDesign #DigitalArt #AnimeStyle #CommunityPrompt
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