Roll for initiative! Pick a realm โ fantasy, sci-fi, or villain โ and spin the wheel for heroes, starfarers, and big bads worth fearing. Tap a name to inspect it, Hold your favorites on the wheel, heart your party onto the roster.
Players forget stat blocks; nobody forgets a name. "Kael the Shadowblade" walks into the tavern with a reputation before he rolls a single die, and that is the whole job of a game name: it should tell the table what kind of story this character is in. Fantasy names lean on old sounds and older grudges. Sci-fi names run short, sharp, and call-signed. Villain names should be fun to say slowly.
Spin with the build in mind. A healer named Doomhammer is either a mistake or the best character at the table โ you decide which. When a name makes you invent a backstory on the spot, stop spinning and heart it: that spark is the character introducing themselves.
The names here are combinations of common fantasy and sci-fi building blocks โ but if you're publishing, do a quick search for your final pick to make sure no major character already owns it, especially full name plus title.
Give them the title treatment. Players forget 'the innkeeper,' but 'Briar the Wanderer, who runs the inn now for some reason' sticks โ a name plus an epithet is a memory hook.
Contrast and confidence. Soft sounds with a hard title (Vesper the Bonecaster) reads more dangerous than all-growl everything, and a villain whose name the heroes enjoy saying gets talked about between sessions.
Matching realm, yes; matching flavor, no. A party where everyone sounds like they were named by the same poet gets confusing at the table. Variety in length and sound keeps voices distinct.