Roll a complete, coherent character from level one to five -- stats land where the class wants them, names match the race. Lock what you like, reroll the rest, or deal a whole role-balanced party.
A random character generator rolls the decisions a tabletop character is made of -- race, class, ability scores, alignment, background, personality -- so you start from a playable stranger instead of a blank sheet. The oldest editions of the game worked exactly this way: you rolled dice first and discovered who you were playing afterwards. A good generator keeps the picks coherent, so the strongest rolls land on the abilities the class actually uses and the name sounds like it belongs to the race that carries it. This one deals characters from level one to five with real derived numbers, and can deal a whole role-balanced party at once, but it is a starting point rather than a full legal character sheet.
One press deals a complete, coherent character: a race-appropriate name, race, class, class-aware ability scores with every die shown, an alignment the class would plausibly hold, a background, and the texture that makes someone playable -- a personality trait, a flaw, an ideal, a bond, a mannerism, a backstory hook, a starting weapon and a trinket -- plus a face for the mind's eye: an age that fits the race's lifespan, a described build and coloring, a voice, a rival and a secret. Lock any line you like and reroll the rest, or reroll a single line without touching the others. Pick a level from one to five, or press Level up to walk a character there a level at a time, and the sheet follows -- hit points, proficiency, the features gained on the way up (each tagged with the level it arrived at), the subclass the class picks, the ability score improvement at level four, and a spell list that grows into second- and third-level spells. Party mode deals four to six characters at once, each built for a seat at the table: someone to hold the front, someone to heal, an arcane answer, a scout, a face. Three stat methods are offered: 4d6 drop lowest, the standard array, and 3d6 straight down the line for the old-school among us.
Every result here is drawn using crypto.getRandomValues() -- the Web Crypto API's cryptographically secure randomness -- instead of Math.random(), so it's genuinely unpredictable, not just statistically random. Learn more.
Players roll a character for a one-shot in seconds, or use the locks to escape a rut -- keep your favorite class and let everything else change. Game masters deal a full table of NPCs with real stats, since a name, a flaw and a bond is usually enough to improvise a whole person -- or press party mode once and have the rival adventuring company, complete with roles, in a few seconds. Writers use the story half -- ideal, bond, flaw, hook -- as a prompt engine, well away from any dice. The share button turns any character into a link, so the whole party can roll and compare.
The generator draws in dependency order so the parts agree with each other. The class is drawn first, and its kit decides where the best ability rolls go: a wizard's top roll always lands on Intelligence, a barbarian's on Strength, with Constitution never worse than third -- which is how actual players assign scores, and the reason this generator never deals the famous 10-Intelligence wizard. The race is drawn with its own name pools attached, so dwarves get dwarvish names. Alignment is weighted by class without ever excluding anything: a chaotic evil paladin stays possible, just rare. Ability scores are rolled 4d6-drop-lowest with the dropped die resolved by position -- four equal faces still drop exactly one -- and every raw die is shown. Hit points, armor class, initiative and passive perception are then derived from the scores and the class's kit at level one. In 3d6 mode the scores go down the line unassigned, exactly as the oldest rulebooks demanded.
Three things: the best ability rolls are assigned to the class's primary abilities instead of landing anywhere, names are drawn from pools matched to the race, and alignment odds are tilted by class. Everything stays possible -- the tilt changes how often, never whether.
The padlock on any line keeps that value through the next Generate; the small dice button rerolls just that line and nothing else -- every drawn line has both, the weapon, armor, pack and subclass included. Locks steer downstream draws too: lock the race and a name reroll still comes from that race's name pool; lock the class and a stat reroll still puts the best scores on its primary abilities.
4d6 drop lowest (rolled per ability, best results assigned to the class's key abilities), the standard array (15, 14, 13, 12, 10, 8, likewise assigned), and 3d6 in order -- six straight rolls down the line with no reassignment, the way the earliest editions did it.
They follow the usual arithmetic -- full hit die plus Constitution at level one, then the die's average plus Constitution per level after, with an armor estimate from the class's typical gear -- but this is a starting point, not a rules engine. Exotic classes resolve to the nearest archetype, and your table's choices always win.
The ability score improvement: two points, either both into one ability or one into each of two, weighted toward the abilities the class is built around. It is added on top of the rolls rather than folded into them, so the dice under each tile still show what was rolled and a small badge says what the level added. Reroll or lock it on its own line like anything else.
At the level their class picks one: clerics, sorcerers and warlocks are shaped by theirs from level one, wizards and druids from level two, and everyone else at level three. The pick is made when the character is dealt and simply isn't shown until then, so levelling one up reveals the subclass they always had rather than dealing a new character.
It deals the roles first and builds each character around the one it was given: frontline, healer, arcane, scout, then a face and a second striker as the party grows to six. Each seat draws from the classes that actually fill it, and races and classes are kept distinct across the table, so a party of five reads as five people rather than five elves. Every member can be rerolled on their own, keeping their seat.
Yes -- the share button copies a link that carries the entire character in the URL itself, dice and all. Nothing is uploaded anywhere; whoever opens the link sees exactly the character you rolled, and can reroll or build on it from there.
Fantasy Race · Fantasy Class · Fantasy Alignment · Fantasy Name · Fantasy Background · Fantasy Personality Trait