January 21, 2026
How to Describe Your D&D Character to an Artist (Even If Words Aren't Your Thing)
You know exactly what your character looks like. You can see them perfectly in your mind. The problem? Getting that image out of your head and onto paper in a way an artist can actually use.
This is where most people freeze. They stare at a blank description box thinking, "How do I even explain this?"
After completing over 500 character portraits, I can tell you the number one thing that holds people back from commissioning art isn't price. It's the fear that they'll describe their character wrong and end up with something that doesn't look anything like what they imagined.
Good news: describing your D&D character to an artist is way easier than you think. This guide breaks down exactly what information artists actually need, with a simple framework you can use for any commission.
What We'll Cover
- Why most character descriptions fail (and how to fix yours)
- The 5 essential elements every artist needs
- What to do when you can't find the right words
- Reference images: how many and what kind
- The mistakes that lead to disappointing results
- A free template you can copy and use today
Why Most Character Descriptions Don't Work
Here's a description I received last month:
"He's a half-elf ranger with brown hair and green eyes. He wears leather armor and carries a bow."
Technically accurate. Completely useless for creating a portrait that feels like this specific character and not just "generic ranger #47."
Here's the same character described properly:
"Theron looks like someone who's spent decades alone in the woods and never quite learned how to be comfortable around people again. Mid-40s appearance. His brown hair is streaked with grey and tied back messily. His eyes are sharp and watchful, the kind that notice everything. He carries himself like prey that learned to become a predator. Weathered face, several small scars. His leather armor is well-maintained but clearly old. The bow on his back is the nicest thing he owns."
Same character. Completely different result.
The first description gives me facts. The second gives me a person.
The 5 Things Every Artist Needs to Know

After 500+ commissions, I've narrowed down exactly what information produces the best results. Everything else is optional.
1. Personality First, Appearance Second
This is backwards from how most people approach it, but stay with me.
When you tell me your character is "confident but hiding deep insecurity" or "genuinely kind but terrible at showing it," that changes everything about how I draw them. Their posture. Their expression. The look in their eyes. Whether their smile reaches the rest of their face.
Personality shapes appearance. A cocky rogue and a nervous rogue with identical physical features will look like completely different people in a finished portrait.
Start here. Three to five words that capture who they are inside.
2. The Physical Basics
Now we get to the facts. But be specific where it matters:
- Race and approximate age: "Human, early 30s" or "Tiefling, young adult"
- Body type: Slim, muscular, heavyset, tall, short
- Hair: Color, length, style, texture
- Eyes: Color and anything distinctive about them
- Skin tone: Be specific. "Warm brown" or "pale with freckles" helps more than "white" or "dark"
- Distinguishing features: Scars, tattoos, piercings, unusual traits
You don't need to describe every detail. Focus on what makes your character recognizable.
3. Clothing and Equipment
Here's where a lot of descriptions go wrong. People list every item in their inventory like they're writing a character sheet.
For a portrait, I need to know:
- What are they wearing in this specific image?
- What's the general style? (Practical adventurer? Flashy noble? Battle-worn veteran?)
- What's the ONE item that matters most to them?
If your fighter treasures their grandmother's sword more than any other possession, tell me. That's the detail that makes the portrait feel real.
4. The Vibe You Want
This is huge and most people skip it entirely.
What mood should the portrait convey? How do you want to feel when you look at it?
- Heroic and triumphant
- Dark and mysterious
- Warm and approachable
- Dangerous and intimidating
- Melancholic and thoughtful
There's no wrong answer. But "make them look cool" gives me less to work with than "I want them to look like someone you'd trust with your life but also someone you'd never want to fight."
5. One Moment or Memory
This is my secret weapon for portraits that actually feel alive.
Tell me about ONE specific moment from your campaign. It doesn't have to be dramatic. It just has to be real to you.
"There's this moment after combat where she always checks on everyone else before letting anyone check on her. Even when she's hurt worse than anyone. That's who she is."
That single detail told me more about the character than two paragraphs of physical description would have.
What to Do When You Can't Find the Right Words

Some people can write pages about their character. Others stare at a blank form and panic. Both types end up with great portraits. Here's how.
Use Comparisons
You don't have to describe everything from scratch. Borrow from things that already exist.
- "Her face shape is similar to [actress], but sharper features"
- "He gives off Geralt of Rivia energy but less brooding"
- "Think Aragorn meets a used car salesman"
Celebrity comparisons, fictional character references, even comparing to people you know in real life. All of it helps.
Describe What They're NOT
Sometimes it's easier to say what's wrong than what's right.
- "She's NOT the typical pretty elf. Her face is interesting, not symmetrical"
- "NOT a generic gruff dwarf. He's actually quite gentle"
- "NOT intimidating despite his size. More teddy bear than grizzly"
This is incredibly useful information. It prevents me from defaulting to tropes.
Let Reference Images Do the Heavy Lifting
A single reference image can replace 500 words of description. More on this in the next section.
Reference Images: What Works and What Doesn't
References are your best friend. Here's how to use them effectively.
The Ideal Reference Package
- 2 to 5 images total (more than that gets confusing)
- Face reference: A real person, celebrity, or existing art that captures the general look
- Body type reference: If relevant to the portrait
- Outfit/armor reference: One or two images that capture the style
- Mood/vibe reference: Art that has the feeling you want, even if it's completely different subject matter
Where to Find Good References
- Pinterest: Search "[race] [class] dnd" or "fantasy [descriptor] character"
- ArtStation: Professional fantasy art, great for mood references
- HeroForge: Create a 3D model of your character for pose and gear reference
- Screenshots: Baldur's Gate 3, Skyrim, or other games
What NOT to Send
- 20+ images with no explanation of what you like about each one
- Contradictory references (one dark and gritty, one bright and anime style)
- References of things you DON'T want without context (just tell me what to avoid)
The Mistakes That Lead to Disappointing Results

I've seen these patterns hundreds of times. Avoid them and you're already ahead of most clients.
Mistake #1: Only Describing the Body, Not the Soul
"Human, brown hair, blue eyes, average build, plate armor."
This could be literally anyone. Without personality, you get a generic portrait. Every time.
Mistake #2: Too Much Information
Yes, this is a thing. When you send 2,000 words of backstory plus 47 reference images, the important details get buried.
I need highlights, not the complete manuscript.
Mistake #3: Assuming the Artist Knows Your References
"She looks like that one character from that show" doesn't help if I haven't seen it.
Always include an image. Never assume shared knowledge.
Mistake #4: Saving Important Details for Later
"Oh, I forgot to mention she has a massive scar across her face."
After the first concept is done is the worst time to remember critical details. Get everything out upfront.
Mistake #5: Not Mentioning Deal-Breakers
If there's something that would absolutely ruin the portrait for you, say it explicitly.
"Her nose is prominent and I love that about her. Please don't make it smaller."
"He is NOT attractive in a traditional sense and I don't want him prettified."
These aren't rude requests. They're incredibly helpful guardrails.
The Character Description Template
Copy this. Fill it out. You'll have a description that works for any commission.
CHARACTER DESCRIPTION TEMPLATE
Character Name: [Name]
In 3 to 5 words, they are: [Personality traits]
The basics:
Race: [Race]
Age appearance: [Age]
Body type: [Build]
Hair: [Description]
Eyes: [Description]
Skin: [Description]
Distinguishing features: [Scars, tattoos, unusual traits]
What they're wearing: [Outfit for this portrait]
Most important item: [The possession that matters most]
The vibe I want: [Mood/feeling of the portrait]
One moment that captures who they are: [Story or memory]
They kind of look like: [Celebrity or character comparisons]
Please avoid: [Deal-breakers or things you don't want]
Reference images: [Attach 2 to 5 images with notes on what you like about each]
That's it. Fill this out and any artist will have what they need.
Want More Help? Get the Ultimate Character Blueprint
I created a more detailed version of this template specifically for FramedFantasy commissions. It walks you through everything step by step, with examples and prompts that make describing your character almost automatic.
It's free. I send it to every client after they order, but you can grab it now even if you're just thinking about commissioning.
Frequently Asked Questions
How long should my character description be?
Aim for 150 to 300 words. Enough to give personality and specifics, short enough that nothing important gets buried. The template above hits that sweet spot.
What if I don't have any reference images?
That's okay. A detailed written description can work on its own, especially if you include celebrity or character comparisons. But even a quick Pinterest search for "fantasy [your character's vibe]" can give you something useful to share.
Should I include my character's backstory?
Only the parts that affect how they look or feel. I don't need to know the political situation in their homeland. I do need to know if that war left them with a haunted look in their eyes.
What if I change my mind after submitting my description?
Tell your artist immediately. Before the sketch starts is ideal. Adding "oh and they have a mechanical arm" after the linework is done creates problems. Most artists (including me) can accommodate changes early in the process.
Can I describe a character that's based on myself?
Absolutely. Some of my favorite commissions are self-portraits transformed into fantasy heroes. Just send clear photos of yourself along with how you want to be "fantasified."
Your Character Deserves to Be Seen
The whole point of a character portrait is to make the hero in your head visible to everyone else. A good description makes that possible.
You don't need to be a writer. You don't need to know the "right" terminology. You just need to share who your character is, not just what they look like.
That's the difference between a generic fantasy portrait and one that makes you think "That's them. That's actually them."
Now you have the framework. The template. The knowledge of what works and what doesn't.
The only thing left is to actually do it.
Ready to bring your character to life? I've created over 500 D&D character portraits and I'd love to add yours to that list. Every commission includes unlimited revisions until the portrait feels right, plus the full Ultimate Character Blueprint to guide you through the description process.
About the Author: I'm Jan, the artist behind FramedFantasy. Since 2023, I've completed over 500 custom character portraits for D&D players, Baldur's Gate 3 fans, and fantasy enthusiasts. I've read thousands of character descriptions and I've learned exactly what makes the difference between "nice portrait" and "holy crap, that's my character." This guide is everything I wish every client knew before their first commission.