# DND Name Book > Free, fast name generators for Dungeons & Dragons characters across every race. Lore-rich, mobile-friendly, no signup. Generate names for dragonborn, tiefling, tabaxi, firbolg, kenku, harengon, owlin, tortle and more. This file follows the [llms.txt](https://llmstxt.org) convention. It exists so AI assistants and agents can understand and use this site without rendering JavaScript. ## What this site is A free, fast, lore-rich name generator for Dungeons & Dragons characters. Each generator runs entirely in the user's browser — no signup, no tracking, no logged inputs. The site is supported by display advertising (planned) and is operated as a fan tool. It is not affiliated with Wizards of the Coast. ## Generators - [Dragonborn](https://www.dndnamebook.com/dragonborn-name-generator): Proud, dragon-blooded warriors whose names mark allegiance to clan and ancestor. - [Tiefling](https://www.dndnamebook.com/tiefling-name-generator): Infernal-blooded outcasts whose names declare either a defiant virtue or an old hellish lineage. - [Tabaxi](https://www.dndnamebook.com/tabaxi-name-generator): Curious feline wanderers whose names are tribal phrases — a sentence from the world distilled into a name. - [Firbolg](https://www.dndnamebook.com/firbolg-name-generator): Reclusive forest giants who barely use names among themselves and borrow elven ones for outsiders. - [Kenku](https://www.dndnamebook.com/kenku-name-generator): Flightless raven-folk who cannot create new sounds — their names are mimicked phrases borrowed from the world. - [Harengon](https://www.dndnamebook.com/harengon-name-generator): Curious, fast-footed rabbitfolk born of the Feywild — their names are bright, hopping syllables full of luck. - [Owlin](https://www.dndnamebook.com/owlin-name-generator): Soft-spoken winged owlfolk whose names breathe like wind through feathers — flowing, layered, otherworldly. - [Tortle](https://www.dndnamebook.com/tortle-name-generator): Long-lived turtlefolk whose names are warm one-word things and whose family identity rests with the shell. ## JSON API Direct programmatic access — no browser automation needed. ``` GET https://www.dndnamebook.com/api/names?race=&count=<1-100>[&gender=any|male|female][&startsWith=][&surname=true|false] ``` Returns: ```json { "race": "dragonborn", "count": 5, "names": [ { "given": "Akvash", "surname": "Emberforge", "full": "Akvash Emberforge" } ] } ``` Race slugs: dragonborn, tiefling, tabaxi, firbolg, kenku, harengon, owlin, tortle. The API returns `Access-Control-Allow-Origin: *` and requires no authentication. ### Rate limits (per IP, sliding window) - **60 requests / minute** (burst guard) - **5,000 requests / day** (daily ceiling) When exceeded, the API returns HTTP 429 with these response headers: `Retry-After` (seconds), `X-RateLimit-Limit`, `X-RateLimit-Remaining`, `X-RateLimit-Reset` (ms epoch), `X-RateLimit-Tier` (`burst` or `daily`). The JSON body includes `retryAfterSeconds`. Honor these and you'll never see issues. If you need consistently higher volume, get in touch — happy to whitelist legitimate use cases. ## AI Conjure endpoint A separate endpoint that uses an LLM to generate names matching a free-text character description. ``` POST https://www.dndnamebook.com/api/conjure Content-Type: application/json { "race": "tiefling", "description": "a wandering paladin who lost their order" } ``` Returns: ```json { "race": "tiefling", "names": [ { "name": "Vex Calenmir", "reason": "ancient infernal heritage softened by penitent travel" } ], "model": "nvidia/nemotron-3-super-120b-a12b:free" } ``` Race must be one of: aasimar, dragonborn, dwarf, high-elf, gnome, goliath, halfling, human, orc, tiefling. Description ≤ 280 chars. Rate-limited to 30/IP/day to protect shared upstream quota. Identical race+description within 1 hour returns a cached response. Output is CC0. ## Site map - Home: https://www.dndnamebook.com - About: https://www.dndnamebook.com/about - Contact: https://www.dndnamebook.com/contact - Privacy: https://www.dndnamebook.com/privacy - Terms: https://www.dndnamebook.com/terms - Sitemap: https://www.dndnamebook.com/sitemap.xml ## Race lore (Markdown source for ingestion) ### I. Dragonborn > Honor is the spine of the dragonborn — without it, even greatness collapses. **Slug:** `dragonborn` **Generator URL:** https://www.dndnamebook.com/dragonborn-name-generator **Has gender:** true **Has surname:** true (Clan) Dragonborn carry the heritage of dragons in their blood and bearing. Born standing tall on two legs, scaled in the colors of their draconic ancestors, they live by codes of honor that place clan above self and deed above word. A dragonborn does not introduce themselves casually — a name is a declaration of lineage, a promise of conduct, and a debt to be repaid. The first chromatic and metallic dragonborn lineages trace their origins to forgotten god-kings and dragon-lords who walked the world when continents were still being shaped. Modern dragonborn live across the realms — some in isolated mountain holds where ancient traditions are kept untouched, others scattered through human and elven cities where they often work as soldiers, paladins, and judges. Whatever their station, every dragonborn carries the weight of their clan's reputation. To dishonor the clan name is to be cast out; to elevate it is to be remembered for generations. Dragonborn society is organized around clans rather than nations. A clan may number in the hundreds or thousands, and its members may be spread across the world, but they share a common ancestor — typically a powerful dragon — and a binding code. Clan elders settle disputes, record genealogies in scale-bound tomes, and induct young dragonborn into adulthood through ritual hunts or trials of arms. **Naming conventions.** A dragonborn carries three names. The first is a personal name given at birth, often chosen by the parents to honor a deity or virtue. The second is a childhood nickname, earned through some early deed or trait — these are usually shed when the dragonborn comes of age, though some carry them with pride into adulthood. The third and most important is the clan name, recited proudly at every formal introduction. Dragonborn introduce themselves clan-first when meeting outsiders: "Drakemoor Akrath, of the line of Iruvex." Personal names are often hard-edged with consonants like K, R, V, and Z, reflecting the draconic tongue from which they descend. --- ### II. Tiefling > We did not choose our blood. Only what we do with it. **Slug:** `tiefling` **Generator URL:** https://www.dndnamebook.com/tiefling-name-generator **Has gender:** true **Has surname:** false (Virtue Name) Tieflings carry an infernal inheritance — a thread of fiendish blood that touches every generation of their line. The original pact, struck long ago between mortal ancestors and an archdevil, marked their bloodline forever. Even tieflings born to wholly mortal parents may bear horns, tails, eyes that catch lamplight, or skin in colors that no human knows. Mistrust follows tieflings wherever they go. In some cities they are hunted; in others they are merely watched. A tiefling learns early that strangers will judge them by appearance and not by deed, and many take this lesson in different directions — some withdrawing into solitude, others embracing roguish charm, others turning their resentment into raw ambition. Few tieflings are evil, but most are tested. Tiefling families pass down memory carefully. They remember the names of the archdevils who corrupted their bloodlines, and they choose how — and whether — to acknowledge that heritage. Some tieflings keep the old infernal names of their ancestors alive as markers of pride or warning; others reject them entirely, taking on virtue-names like "Hope," "Recover," or "Promise" as a deliberate rebuke of the past. **Naming conventions.** Tieflings choose between two naming traditions. The first is the inheritance line — names handed down from the original infernal pact, harsh-sounding and ancient: Akmenos, Damakos, Kairon, Mordai, Therai. These names carry weight in scholarly circles and unease in commoner ones. The second tradition is the virtue name — a single Common word chosen to declare an aspirational quality: Hope, Reverence, Glory, Sorrow, Quiet. Tieflings raised among accepting communities often use ordinary human or elven names instead, fitting in by sound while standing out by sight. There are no strict surnames; some tieflings adopt one, but most are known by a single resonant name. --- ### III. Tabaxi > Curiosity outlives the cat — but only just. **Slug:** `tabaxi` **Generator URL:** https://www.dndnamebook.com/tabaxi-name-generator **Has gender:** false **Has surname:** true (Clan) Tabaxi are restless wanderers from far-southern lands, drawn into the wider world by an unquenchable curiosity. They hunt knowledge the way other races hunt food — relentlessly, and rarely satisfied. A tabaxi who hears of a temple they have not yet visited or a song they have not yet heard will often pack and leave that very night, even if they have only just arrived in your city. Their feline ancestry shows in everything they do. Tabaxi move with predator grace and rest with predator stillness. They climb walls without thinking. They are easily distracted by anything that moves quickly. And they speak — when they speak — in soft, melodic voices that turn any sentence into something between a poem and a question. Tabaxi society is loose and tribal. Most tabaxi live in clan villages on jungle coasts, but the wandering ones — and there are many — form small bands of three or four travelers who keep loose company across whole continents. Tabaxi memory is long; a tabaxi met once in a desert may remember you a decade later in a port city, and pick up the conversation where it left off. **Naming conventions.** Tabaxi names are descriptive phrases drawn from the world — a sentence compressed into a name. A tabaxi might be called "Five Timber," "Cliff Runner," "Stalks-in-Shadow," or "Sees the Stars." The phrase usually marks a moment from infancy or a defining trait the elders observed in the cub. These names are translated into Common when tabaxi travel, often into elegant short forms. A clan name follows, much shorter — usually two syllables describing the tabaxi's birth-clan or migration band: "of the Long River," "of the Distant Marsh." Tabaxi often adopt second names from places or people they have come to love. --- ### IV. Firbolg > The forest knows our names. We have no need to share them. **Slug:** `firbolg` **Generator URL:** https://www.dndnamebook.com/firbolg-name-generator **Has gender:** true **Has surname:** false (Wood-bond) Firbolg are gentle, reclusive giants who tend the deep forests as if the woods were their gardens — which, in a real sense, they are. A firbolg village can sit a half-day's walk from a human road and remain completely unknown for centuries because firbolg do not advertise their presence, do not trade aggressively, and have a quiet talent for being unseen. A firbolg stands eight or more feet tall, with broad shoulders, a long face, and skin that takes on the soft greens and browns of moss and bark. Their voices are deep and slow. Their eyes are kind but evaluating. They tend orchards, mushroom rings, and wild herds, and they greet strangers with a wary politeness that is impossible to mistake for warmth. Firbolg religion centers on quiet stewardship. The first firbolg, in their own myth, were carved from the trunks of the oldest forests by a sleeping god, and a firbolg's purpose is to maintain the forest until that god wakes again. Every firbolg has a sense of which woods they belong to. When that wood is threatened, a firbolg will often become quietly, terrifyingly determined. **Naming conventions.** Firbolg do not really use names among themselves — a firbolg is known to other firbolg by scent, voice, and history rather than label. When dealing with outsiders, however, a firbolg adopts an elven-style name, since firbolg and woodland elves often share territory and language. These borrowed names tend toward gentle, flowing sounds: Sythal, Tannivh, Werdara, Beodir. Firbolg also accept nicknames that outsiders give them ("Big Bear," "Tall Friend," "Slow Voice"), and many seem amused rather than offended by these. There are no clan names. --- ### V. Kenku > Every word I speak, someone has spoken before. **Slug:** `kenku` **Generator URL:** https://www.dndnamebook.com/kenku-name-generator **Has gender:** false **Has surname:** false (Sound) Kenku are flightless raven-folk who carry an old curse: they cannot create new sounds. Every word they speak is a perfect mimic of a sound they have heard before — a fragment of a sermon, a tavern's clatter, the cry of a city gull, the laugh of someone they once trusted. A kenku in conversation patches together meaning from a hundred borrowed pieces, and their voice shifts strangely between phrases as the source of each fragment changes. Kenku live almost exclusively in cities. They form quiet, anxious communities in alleys and rookery towers, working as messengers, lookouts, lockpicks, and forgers — work where careful observation matters and original speech does not. They rarely trust outsiders quickly, and they never raise their voices. The story of why kenku cannot fly or speak originally varies by community. Some say they betrayed an ancient master. Others say they bargained for power and lost their wings as the price. Whatever the truth, every kenku carries the loss as a private grief, and most are reluctant to discuss it. To live as a kenku is to live in fragments — and to make beauty, sometimes, out of those fragments. **Naming conventions.** Kenku names are mimicry. A kenku is named for a distinctive sound the elders heard them make most often as a chick — and that sound becomes their identity. Names are descriptive in Common, but they are usually written down as the sound itself: "Crash of Steel," "Snapping Bowstring," "Door That Won't Close," "Distant Bell." Kenku introduce themselves by reproducing the sound, then translating for those who don't speak it. Kenku do not use surnames, since their entire culture is one of borrowed sound — the personal sound is enough. --- ### VI. Harengon > Lucky is the road with a harengon on it. **Slug:** `harengon` **Generator URL:** https://www.dndnamebook.com/harengon-name-generator **Has gender:** true **Has surname:** true (Family) Harengon are rabbitfolk who came into being in the Feywild long ago, when a long-eared trickster spirit took pity on a colony of mortal rabbits and gifted them with speech, courage, and the ability to walk upright. Modern harengon retain something of that fey origin — they are quick, bright-eyed, prone to grand gestures, and famously lucky. A harengon is in motion almost always. Standing still bores them; they rock from foot to foot, drum their fingers on tables, and pace while they think. Even sleeping harengon twitch their long ears in response to dreams. This restless energy makes them excellent scouts, couriers, and dancers, and indifferent shopkeepers. Harengon culture is loose and friendly, organized around traveling families rather than fixed villages. A harengon family might live in twelve carts that move together, or in a network of warrens connected by underground tunnels, or simply in a wandering troupe that follows seasonal festivals. Wherever they go, harengon bring music and good luck — many cultures consider it a good omen for a harengon to share your fire on the road. **Naming conventions.** Harengon names are short, hopping syllables — usually one or two beats, often ending in -ip, -ot, or -el sounds. Some are clearly chosen for their luck: "Pippin" (for fortune), "Hazelet" (for sweetness), "Quickfoot" (for speed). Harengon also take family names that often describe a feature of their warren or wagon-route: "Dawnfield," "Hollow-Hill," "Swiftbrook." Names tend to feel cheerful regardless of the harengon's actual mood, which can confuse outsiders meeting a melancholy harengon for the first time. --- ### VII. Owlin > We have been awake longer than your library has had walls. **Slug:** `owlin` **Generator URL:** https://www.dndnamebook.com/owlin-name-generator **Has gender:** false **Has surname:** true (Perch) Owlin are winged humanoids descended from owls — though scholars argue endlessly about whether they are owls who became people or people who became owls, and the owlin themselves seem unbothered by the question. They live in mountain eyries and old library towers, prefer twilight to noon, and speak with a quiet hoot-like cadence that makes their voices easy to mistake for distant wind. An owlin's wings can carry them in silent flight — the same feathered hush that lets a wild owl fall on a mouse. This gives them a permanent reputation for stealth that they almost never trade on; owlin are mostly bookish, careful, scholarly. They like libraries, monasteries, and astronomers' towers. They like questions that take decades to answer. Owlin society is small and scattered. Many owlin attend wizard academies and stay there for life, becoming librarians and archivists. Others wander between sage-towers carrying messages and copying texts. A few become diviners, sitting alone in towers and watching the stars turn. Whatever they do, owlin work slowly, speak rarely, and forget nothing. **Naming conventions.** Owlin names are flowing and layered, with long vowels and soft consonants — they are often described as sounding like wind moving through feathers. Most names are two to four syllables and have a hooting cadence when spoken aloud: "Vooshelay," "Inthela," "Mooneth." Owlin do not generally use family surnames; they take instead a "perch name" — the place or tower where they have done most of their adult work: "of the Stargazer's Tower," "of the Quiet Atrium." Younger owlin who have not yet found a perch use a place from their childhood instead. --- ### VIII. Tortle > The tide will return. So will I. **Slug:** `tortle` **Generator URL:** https://www.dndnamebook.com/tortle-name-generator **Has gender:** true **Has surname:** false (Shell-Mark) Tortle are turtlefolk of the warm coasts and slow rivers. They are tall, broad, and unhurried, and they carry their houses on their backs in the form of thick, growing shells. A tortle who is content can spend an entire afternoon doing nothing in particular — basking in the sun, listening to the surf, watching a child build a sand-castle. A tortle who is not content can outwalk a horse for three days without complaining. Tortle live remarkable lengths of time — fifty years feels middle-aged to most tortle, and many easily reach a hundred. With this long view comes an unusual patience: tortle rarely rush, rarely panic, and almost never lie. A tortle's promise is famously trustworthy in any port where tortle have done business, which is most of them. Tortle do not build cities. They live in extended-family villages on the coast, fish, gather, raise broad-bellied children, and welcome travelers with a politeness that has no edge to it. When tortle leave home, they do so out of curiosity rather than need — some tortle wanderers return after thirty years with stories enough to last another thirty. **Naming conventions.** Tortle names are warm and short, often a single word with a soft sound: Krell, Mako, Ulla, Tide. Tortle children are often named for an aspect of the sea or shore that surrounded their hatching — "Reef," "Stillwater," "Sun-on-Stone." There are no clan names, but a tortle's shell pattern is itself a family marker, and tortle introducing themselves to other tortle will often gesture at their shell as a kind of last name. Outsiders sometimes ask a tortle their family name and receive only a long, polite explanation about a shell. ## Trademark and fan-content notice Dungeons & Dragons, D&D, and related logos are trademarks of Wizards of the Coast LLC. DND Name Book is an unofficial fan tool and is not affiliated with, endorsed by, or sponsored by Wizards of the Coast. All race lore on this site is original prose written by the site's authors.