The D&D 5e Player's Guide to Commissioning Character Art
Yusra emailed me on a Wednesday in March with a subject line that just read, "level 8 warlock, finally ready." Her party had been playing the same campaign since 2022. She had been describing the same character to the same six people for two years, and she wanted, in her words, "a real picture of her, not the doodle on the back of my session notes." That email is the one I think about whenever someone asks me what a D&D character art commission is actually for. It is not a marketing asset. It is a moment a player has been carrying around for a long time, finally getting set down on paper.
This guide is for the 5e player on the other side of that email. The one who has a character they have lived inside for sixty sessions, or two, and who is starting to think it might be time to commission a real portrait. I am going to walk through what a D&D character art commission actually delivers, what to put in the brief, how class and lineage shape the painting, when a party portrait beats a solo, where tokens fit in, and the small mistakes I see often enough to call patterns. By the end you should know whether you are ready to send a brief, or whether you need another week with the character first.
Contents
- What a D&D 5e commission actually delivers
- What to put in the brief
- Class considerations: the visual hooks
- Lineage and species — the Tasha's-era options
- Party portraits versus solo portraits
- Tokens versus full portraits
- Common mistakes I see in 5e briefs
- What working with the studio looks like
- If you are ready
What a D&D 5e commission actually delivers
A finished commission is not a piece of artwork. It is three things stapled together: a painting, a process, and a final file set that has to survive being printed, posted in a Discord, and dropped onto a virtual tabletop without falling apart at any of those sizes.
The painting itself is the thing on the wall. For most 5e players that means a single-character portrait, three-quarter or full body, painted in the studio's painterly house style or in a clean anime/lineart style depending on the brief. Painted at 4000 pixels on the long edge, ready for a 12x16 inch print without a quality compromise.
The process is what you do not see in the final image. A kickoff brief, two thumbnail sketches at low resolution so we can pick a pose together, a value study, a color block, then two rounds of paint revision. The studio has a character art service page that walks through the full sequence with examples; the short version is that you see the painting twice before it is finished, and you get to redirect either time.
The final file set is the boring part that matters. A full-resolution master, a web-optimized version, an optional VTT token cropped to a circle with a colored ring, and a print-ready file with bleed. Yusra used her warlock's master file for an 18x24 inch print, the web version as her Discord avatar, the token in her group's Foundry game, and the print-ready file at a local frame shop. One commission, four lives.
The other thing that gets delivered, which nobody asks about up front, is that the character has a face for the next year or two. Players stop describing her at the table and start pointing at her. That shift is the actual product.
What to put in the brief
I have written the long version of this before in how to write a commission brief, but the 5e-specific version is tighter. Five things, in this order.
The one-line pitch. Before you write anything else, write one sentence that captures who this character is at the table. Not their backstory. Their vibe. "A celestial-warlock paladin who has lost faith in her pact but not her sword." "A wood elf druid who keeps forgetting she used to be human." "A halfling rogue who only steals from people who can afford it, which she defines extremely loosely." The pitch is the lens. Everything else in the brief reinforces it.
Race, class, subclass, level range. Lineage, the class line on the character sheet, the subclass that actually shapes how the character plays, and roughly where they are in their arc. "Tiefling hexblade warlock, level 8, mid-campaign" tells me more than three paragraphs of backstory. Level matters because a level 3 wizard and a level 17 wizard wear different things, and "wears different things" is most of my job.
Gear that has to be in the portrait. Not the full inventory. The two or three items the character is known for at the table. The greataxe with the chip in the blade. The locket from her dead mentor. The patron's sigil tattooed under her left ear. Tell me what cannot be cropped or obscured. Everything else is mine to compose.
Mood and lighting. One or two sentences on the emotional register. "Tired but not beaten, low candlelight, looking past the viewer not at them." That gives me a tonal palette before I have picked up a brush. If you cannot articulate the mood, look at the portfolio and tell me which painting feels closest to the one in your head.
References. Three to five images. Pinterest is fine. Movie stills are gold. Hero Forge screenshots are extremely welcome; there is a longer piece on getting from Hero Forge to a hand-painted portrait that covers exactly what survives the trip and what does not. If you have art of vaguely similar characters that you love, send those too. I am not going to copy them. I am going to read them for vibe.
A brief that runs three short paragraphs and links five Pinterest images beats a brief that runs three thousand words. Specificity in the right places, silence everywhere else.
That is it. If you have all five, you have a great brief. If you have three, ask me what to add and I will tell you.
Class considerations: the visual hooks
Class is not just a mechanical choice. It is a wardrobe, a posture, and a light source. Every 5e class has a small set of visual hooks that, if I get them right, make the painting read instantly as that class without needing a caption. Here is how I think about the most-commissioned ones.
A paladin lives or dies on weight. The armor has to feel heavy on the shoulders, the sword has to hang like something that has been swung many times, and the eyes have to carry a position on whatever oath the character has sworn. There is a whole companion piece on the painted paladin: oaths, gear, and the long campaign that goes deeper, but the short version is that a paladin without weight just reads as a fighter in a fancy helmet. The light should usually fall from above, the way it falls in a chapel.
A warlock is the opposite problem. The wardrobe is freer, the gear is lighter, but the character has to carry the patron in the face. A celestial warlock and a fiendish warlock are not the same painting even if they wear identical clothes. The warlock player's guide covering patrons, builds, and portraits breaks this down patron by patron. The question I ask is always the same: is the patron a presence in the scene, or a secret the character is keeping? Both work. Different paintings.
A rogue wants a silhouette. Hood up or hood down, a stance that suggests the character is about to leave the frame, a hand somewhere it should not be. Rogues are the most overpainted class in 5e. Some of the best rogue portraits I have done are in broad daylight, at a market, looking innocent.
A bard lives in the face. The instrument matters but the expression matters more. Bards that read as bards have something behind the smile that the smile is hiding. The body language is open, the gaze is sharp, the hands are doing something. I almost never paint a bard with their instrument up to their face; you lose the whole performance.
A cleric is light. Literally. Where the light is coming from in a cleric portrait is the whole story. A grave cleric painted in the same flat overhead light as a life cleric is a wasted commission. Tell me what your character believes in, and I will figure out how it lights the room.
A wizard is research. The hands are the storytelling element. Ink-stained, scarred from a bad summoning, holding a piece of chalk, holding nothing because they cannot quite sit still. Robes matter less than people think. The face and hands carry it.
A ranger lives in the relationship between the character and the environment. A ranger painted against a flat background is a fighter holding a bow. A ranger with even a suggestion of terrain in the background reads as the class instantly. Wet leaves, a hint of snow, a strip of forest understory; any one of those.
A druid wants change in the painting. Hair caught mid-wind, a leaf in motion, a shadow that does not quite belong to the figure casting it. Static druid portraits are the hardest to make sit right. The class is about transformation. The painting has to feel like it might transform too.
A barbarian wants scale. Big silhouette, big weapon, but more importantly, the face has to carry intelligence. Players who commission barbarians are tired of seeing their character painted as a brute. The best barbarian portraits I have done are the ones where the eyes hold more than the muscles do.
A fighter is the class that needs the most help in a portrait, because mechanically the class is wardrobe-flexible and personality-agnostic. Tell me what makes this fighter different from every other one. Champion who has won three tournaments and started losing fights on purpose? Battle Master who keeps a notebook? Eldritch Knight who hates the magic part of the kit? Once I have the angle, the painting builds itself.
A sorcerer is a wizard whose magic is part of them rather than studied. Hair that moves when there is no wind. Eyes that catch light differently. A small effect somewhere on the body, a knuckle that glows faintly, a scar that flickers. The temptation is to overdo this. I try to keep it to one effect per portrait and let the player's brain finish it.
Monks, artificers, and the rarer class picks each have their own short version of the same logic. For the full class-by-class breakdown with example portraits, the D&D class-by-class portrait inspiration post is the deeper version. For multiclass characters and the visual storytelling problem that creates, there is a separate piece; multiclassing is harder to paint than people expect.
Lineage and species — the Tasha's-era options
Tasha's Cauldron of Everything changed how 5e treats species, and the studio's brief intake changed along with it. Lineage now lives on a spectrum, and players are arriving with much more specific ideas about how their character's heritage actually looks.
The shift that matters most for the painting is that ability score increases no longer dictate appearance. A "strong tiefling rogue" is no longer a contradiction, and a "delicate orc bard" is just a character now. I get more briefs in the last year for characters whose lineage is doing something the table did not expect, and the painting has to honor that. If your dwarf is tall, tell me, and I will paint her tall. If your dragonborn has soft features instead of the textbook reptilian heroics, send me a reference and we will figure out where on the spectrum she lives.
The other Tasha's-era shift is custom lineage. About one in seven 5e briefs the studio takes now uses some form of custom lineage: half-orc/half-elf, planar heritage that does not quite match any printed species, a tiefling whose fiendish ancestry is faded in some generations and visible in others. The studio has a whole piece on subspecies and lineage in character art for the players who want to go deep on this. For the brief itself, the rule of thumb is: pick two or three features that anchor the character's heritage, then tell me which ones are subtle and which ones the player wants foregrounded. A dragonborn with small horn nubs and a faint scale pattern at the temples is a completely different painting from a dragonborn with full snouted plates. Both are correct. I need to know which one is yours.
A few specific lineages that come up often enough to flag:
- Tieflings vary the most across briefs. Skin in human-adjacent tones is now as common as the saturated crimson and indigo of older art, and horns range from small subtle nubs to full curling rams. Tell me where yours lives.
- Elves are usually under-described. "Elf" is not a brief. High elf, wood elf, drow, sea elf, eladrin, shadar-kai; each has its own visual code. The companion piece on the elf spectrum breaks this down.
- Half-races are richer than the old split-the-difference template. A half-elf can lean human or lean elf or sit visibly between. Same for half-orcs.
- Dragonborn are the species where reference images do the most work. Send me your color, your scale pattern, your draconic heritage.
- Genasi and other planar heritages get the most under-briefed. If your fire genasi has hair that is literally flame, I need to know. If she just runs warm and her eyes catch light strangely, I need to know that too.
Party portraits versus solo portraits
This is the most common scheduling question the studio gets from 5e groups: should we commission a party portrait or six solo portraits?
The honest answer is that they do different jobs and the right call depends on what the table wants out of the artwork. A solo portrait belongs to the player. It is the character on her own, the way she would sit for a portrait if she were sitting for one. Alone, focused on, the way Yusra's warlock ended up on her desk. A party portrait belongs to the campaign. It is a record of who was at the table, what their relationships looked like, the moment in the campaign when the painting was commissioned.
I usually steer first-time clients toward a solo portrait first, then a party portrait later if the campaign keeps going. The reason is composition. A party portrait is a much harder painting — six characters in one frame, all visible, all in scale, all in the same lighting environment, none of them upstaging the others. The studio has a party portrait commission guide that walks through this in detail. The short version: it takes longer per character, it costs more per character, and it is worth more per character because no other piece of art will ever do what a party portrait does for a group's table.
The sweet spot, when a campaign has been running long enough to deserve it, is one party portrait and one solo per player. Some groups do this as a session-100 celebration, some do it as a session-zero anchor for a long-haul campaign, some commission the party portrait at the end of an arc and the solos along the way. There is no wrong order, just an order that works for your group.
There is also a third option I mention less often: matched solo portraits. Six solo portraits commissioned together as a pack, painted in one continuous run, sharing a palette and lighting language. This is closer to the Strahd NPC pack commission the studio did for a GM last year; the consistency you get from a pack is hard to match with one-off commissions, and the per-piece price comes down on a pack of six. If your group all wants their own painting but you also want the paintings to look like they belong on the same shelf, the matched-solo route is the answer.
Tokens versus full portraits
A token is not a small portrait. It is a different painting with a different job. I have written the long version of this in why your VTT token deserves more than a circle crop, and there is a focused evergreen on tokens versus portraits and which to commission for the decision itself, but the 5e-specific version is short.
A purpose-painted token is composed for the round frame. The head fills more of the canvas, the shoulders curve into the edge, the detail is calibrated for a 64-to-256-pixel read on a virtual tabletop. Crop a full portrait into a circle and the head is too small, the corners go awkward, and the token never quite looks right at any zoom.
For a 5e player, the call I make most often is: if you are running on a VTT and the character will be on screen for hours every session, commission the token first. The portrait can come later. If you are playing in person and the character lives in your head and on a printed character sheet, commission the portrait first and skip the token until you actually need it.
If you want both, and many players do, the studio takes them as a pair. The portrait is the painting; the token is a separate piece designed from the start to read at small sizes, sharing the palette and likeness but composed for the circle. The math works out cheaper than commissioning them years apart.
Common mistakes I see in 5e briefs
Two years and several hundred 5e commissions in, the same mistakes show up often enough to name.
- Backstory longer than the brief. A six-paragraph history of the character's village, mentor, and rival is not a brief. It is the campaign journal. I do not need it. I need the lens (the one-line pitch) and the visual specifics. Save the campaign journal for your own files.
- No mood note. Race, class, hair color, eye color, weapon, and then nothing about how the character should feel in the frame. Tired? Defiant? Mid-laugh? Guarded? Without that, the painting defaults to a heroic neutral stare into the middle distance, which is the most overdone read in fantasy art.
- Three weapons in the brief. Players list every weapon on the character sheet, and then the painting has a longsword, a hand crossbow, and a dagger all visible, which makes the character look like a touring band's gear table. Pick one. Tell me what is on the back and what is in the hand.
- "Make her look like me but elf." This is a great instinct and a hard brief. If your character is meant to read as you, send me a photo, tell me which features to carry over (eye shape, jawline, hair texture), and which to change. Without that the painting drifts toward generic.
- No size or print intention. Tell me up front whether this is going on a wall, into a Discord, onto a VTT, or all three. The composition shifts.
- Banned colors with no positive direction. "No red, no pink, no gold" leaves me with a smaller palette and no instruction. Tell me what you do want, then what you do not.
If a brief lands with any two of these I usually email back before I start a thumbnail. The first round of a commission is mostly about turning a sketch of a brief into a brief I can paint from.
What working with the studio looks like
A 5e commission with Design Vortex takes roughly four to six weeks from brief approval to final delivery. Here is the actual sequence.
Week one: brief and thumbnails. You send the brief through the order form. I read it the same day if it comes in before noon. If anything is unclear I send back a short list of questions before I pick up a stylus. Once the brief is locked, I do two or three thumbnail sketches at small resolution and send them across. You pick one, or you ask for a fourth.
Week two: value study and color block. Value study first (just lights and darks, no color), then color block (big shapes of color, no detail). The process walkthrough on three weeks with one character shows what this stage looks like in practice. The color block is where most clients are tempted to panic, because it looks like a watercolor, not a finished painting. Trust it.
Week three to four: paint. The longest stretch. Painting from large shapes down to small details, eyes always last. I send progress shots two or three times across this stage. You can flag anything that is drifting.
Week five: revisions. Every commission includes two rounds of paint revision. The revision that matters is usually small: a tilt of the head, a different gaze direction, a color shift on a single garment. The revisions are not a sign something went wrong; they are the final calibration.
Week six: delivery. Master file, web file, print-ready file, optional token. A short PDF with the palette and a note for your records.
If you want to see this work in practice, the portfolio is where the painted versions live, organized by genre. The D&D 5e section is the deepest by volume, and it is the most-painted genre at the studio for a reason. Players who play D&D commission art at a higher rate than any other tabletop community, because the characters live longer in the campaigns and the relationships are deeper.
If you are ready
If you have a 5e character who has been on your character sheet for long enough that you can write the one-line pitch in under a minute, the order form is the most direct way to get a brief in front of me. If you are still finding the pitch, browse the portfolio and tell me which painting feels closest to the one in your head. That is usually how I figure out what a client wants when the brief is still forming.
For the deeper reading on specific corners of this guide, the companion posts are all linked above: warlock players, paladin players, the Storm King's Thunder NPC guide, party portraits, lineage work. If you are weighing 5e against other genres the studio paints, the fantasy commission guide and the horror commission guide cover the adjacent territory.
Yusra's warlock took six weeks. The painting has been over her desk for fourteen months. That ratio is the actual product.