This is my D&D 5e character, a rogue juggler. Obviously, its my own homebrew and I will upload the subclass specs soon - its less about damage output and more about utility. The idea is that the juggler can get in close to their targets by way of performance and then avoid suspicion thanks to clout. As a player, much of the fun was trying to get away with killing in plain sight. It was always doable, but never easy. Very fun to play.
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Star Wars isn't that good. Did this for a former coworker. I cared so little about the quality of this piece that I didn't take a photo of the finished product and I handed it off incomplete. Was kinda fun, but meaningless. Didn't learn anything, and it wasn't a challenge. Anyone can do it, its just 4 colors without mixing. Very basic stuff, but Star Wars isn't known for intellectualism. I recommend painting something like this as an exercise for people who are practicing portraits.
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Pitfall Demon, rendered in ink and watercolor. The author of the story by the same name asked me to illustrate the subject of her work, a monstrosity of variable description and purpose. To better understand its identity and form, much discussion with the author was needed after multiple readings of the material. Ultimately, I wanted to create an imagine that kept to the intangibility of the character as it is feature. The original short story can be read here: https://www.inkitt.com/stories/horror/819113/chapters/2
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Fog Domain Cleric, homebrew material for Dungeons and Dragons 5th edition. This domain adds another layer of protection to the adventuring party, providing a situational bonus to healing and defenses that utilizes light and heavy obscurity through expanding the usefulness of spells like Fog Cloud.
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Areas of the map are revealed as players explore. A dreadful motif is central to a specific room but the illustration breaks beyond the lines to draw players deeper into the mystery. At this point in the story it is known that Mary's Hatchet was stage to tragedy that is likely to repeat; the imagery doesn't reveal too much too soon. It plays to those expectations instead and forces the audience to worry about the safety of their character. By the time the focal point is reached (the bottom red square) enough role-play has passed to make sense of the picture so far. Strong oration combined with visual ques ensure that players will arrive at that location first and inspect the climax (the blacked-out room on the bottom left) after the build-up. Viewers are expecting to see the lower end of the mutilated corpse and are weary of lingering perils, but the skull confirms their worst fears: boss fight!
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This is a dummy description of the theoretical artwork displayed.
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