The 2024 Player's Handbook has changed the order you move through while crafting your characters. Think of it as stepping backward in time through your character’s history. You start with where your character is at the beginning of your game, your class, then look at the road that led them to this heroic point, your background, and finally, look at how you began your life with your species.
Today we’re going to look at how backgrounds have changed in the 2024 Player's Handbook to create a connected narrative between your origin and the beginning of your adventuring career. When it all comes together, the new core rules make it much easier to imagine your new, fully fleshed-out character.
- How Do the New Backgrounds Work?
- The 16 Backgrounds in the 2024 Player’s Handbook
- Origin Feats: Start Your Journey With a Boost
- Choosing a Background for Your Character
Save $60 When You Preorder the Digital & Physical Core Rulebook Bundle
The 2024 Player's Handbook, 2024 Dungeon Master's Guide, and 2024 Monster Manual are available for preorder in the D&D Beyond marketplace today!
When you preorder the Digital & Physical Core Rulebook Bundle, you’ll not only save $60 on your purchase but receive free shipping and unlock the following exclusive D&D collectibles: the Dragons of D&D digital art book; the D&D Beyond Gold digital dice set; and the 50th anniversary Gold Dragon mini releasing with the closed beta of the upcoming 3D VTT.
Master Tier and Hero Tier subscribers who preorder the digital version of the core rulebooks will get early access. For the 2024 Player's Handbook, Master Tier subscribers get access on September 3 and Hero Tier subscribers get access on September 10.
How Do the New Backgrounds Work?
Your character’s background is the collection of characteristics that they picked up during the formative years of their life. These are the experiences and occupations your character engaged in separate from their upbringing and species, and prior to their life as an adventurer.
Mechanically, your background contains five aspects: ability scores, skill proficiencies, a tool proficiency, starting equipment, and an Origin feat specific to your background. While gaining a feat as part of your background is new to the core rules in the 2024 Player's Handbook, we have seen feats offered at character creation previously as part of optional custom lineage rules in Tasha’s Cauldron of Everything and in backgrounds featured in recent books like The Book of Many Things.
Parts of a Background
Let’s talk about what each of these different parts of your new background mean, and what you’ll do with them during the character creation process. We’ll use the Wayfarer background as an example, since it’s a brand new background introduced in the 2024 Player’s Handbook.
The Wayfarer shares some DNA with the Urchin background from the 2014 Player’s Handbook but represents a larger swath of characters who have fallen through the cracks of urban society. It could be the Artful Dodger, but it could also be Fagin. Edgin’s backstory in Dungeons & Dragons: Honor Among Thieves has shades of the Wayfarer once he leaves the Harpers, and Mol and her gang of tiefling kids in Baldur’s Gate 3 certainly fit the bill.
- Ability Scores: Each background has a list of three ability scores to choose from. You can increase one by 2 and another by 1, or you can increase all three by 1. The Wayfarer offers you Dexterity, Wisdom, and Charisma.
- Origin Feat: Each background has a specific Origin feat that best represents a talent your character developed while living this portion of their life. The Wayfarer background grants you the Lucky feat.
- Skill Proficiencies: Your background grants you proficiency in two specified skills. For the Wayfarer, you gain proficiency in Insight and Stealth.
- Tool Proficiency: You gain proficiency in a specific tool that would have been commonly used in your background. For the Wayfarer, this proficiency is with Thieves’ Tools.
- Equipment: This is the equipment your character starts the game with, or you can choose to opt out of the starting equipment and start with 50 GP to spend on the equipment of your choice. The Wayfarer begins with two Daggers, a set of Thieves’ Tools, a Gaming Set of your choice, a Bedroll, two Pouches, a set of Traveler’s Clothes, and 16 GP.
The 16 Backgrounds in the 2024 Player’s Handbook
The Wayfarer is just one of the backgrounds you’ll find in the 2024 Player's Handbook. You’ll discover a few more new choices as well as several reworkings of some returning favorites. Let’s take a quick look at all 16 options available as part of the new core rules.
Background |
Description |
---|---|
Acolyte |
You were a devoted servant in a place of worship. You learned the rituals of your faith and how to channel divine power as part of your service. |
Charlatan |
You have learned to seek out a mark in taverns and pubs, and find the people most in search of less than honest goods, such as forgeries or sham magic items. |
Artisan |
You worked your way up from scrubbing floors to an apprenticeship creating your own crafts. You know how to schmooze a customer and have a keen eye for detail. |
Criminal |
Whether you were a member of a criminal crew or a solo thief who only looked out for yourself, you know the best ways to slice some purse strings or how to find alternative means to enter a locked shop. |
Entertainer |
You’ve spent your life on either a literal or proverbial stage, performing for willing audiences. You have learned how to channel your talent for creation into a crowd-pleasing art form. |
Guard |
You’ve put in your time standing watch over a city or location. You’ve had your head on a swivel, keeping a watchful eye on raiding enemies on one side of a wall or criminal elements on the other. |
Farmer |
You’ve tilled the soil or raised animals as livestock or to aid you in cultivating your fields. You’ve gained a healthy respect for nature, in both its bounty and its wrath. |
Guide |
Your life was mostly spent outdoors, exploring the natural wonders around you. In your travels, you learned the basics of how to channel the magic of the wild world around you. |
Hermit |
Whether alone in a hut or as part of a monastery, you’ve spent a considerable amount of time outside the trappings of society. You’ve grown comfortable pondering the wonders and mysteries of creation. |
Noble |
You grew up in the opulence and structure of wealth and societal privilege. You may have bristled against the restrictions and expectations of your role, but you learned a lot about courtly intrigue and the skills of leadership. |
Merchant |
As an apprentice to a trader or shopkeeper, you traveled either supplying artisans with the materials they needed or acquiring their goods to sell to your customers. You know how to make a deal and how to handle a long journey. |
Sage |
Your thirst for knowledge drew you to some of the greatest libraries and archives in the world. You’ve got a knack for research and perhaps a rudimentary knowledge of magic gleaned from a book or two. |
Sailor |
You called the open water your home, survived some of the sea’s harshest storms. You’ve swapped stories with the best of them, whether that’s on the barstool of a random port or the denizens of the world beneath the waves. |
Scribe |
The written word has been your domain, either copying tomes, crafting government documents, or producing your own texts. Your eye for detail and ability to catch errors and mistakes is finely honed. |
Soldier |
You can hardly remember a time when you didn’t wield a weapon. You’re well-versed in the ways of battle and war to protect the realm, and you have the muscle memory to prove it. |
Wayfarer |
An urchin or societal castoff, you learned to survive. Forging your own path on the streets and possibly turning to crime when needed, you’ve managed to keep your pride and hope that destiny has more for you yet. |
Using Old Backgrounds at Character Creation
Previous D&D books contain a plethora of backgrounds that are beloved by players. If you don’t see your favorite background listed, don’t despair! The scribes have scrawled some handy tips for converting a background from an older book to work with your new character using the 2024 Player’s Handbook. When using an older background, simply select the ability scores you want to add your 3 total points to, so adjusting one score by 2 and another by 1, or three scores by 1.
This comes in place of your species' Ability Score Improvements. So, if you also choose an older species that has an Ability Score Improvement, ignore it.
If the background you select does not already provide a feat, you gain the Origin feat of your choice.
Origin Feats: Start Your Journey With a Boost
There are different types of feats in the 2024 Player's Handbook: Origin, General, Fighting Style, and Epic Boons. General feats become available at level 4, and may carry other prerequisites, such as certain ability scores. Fighting Style feats are bestowed by features in your class, and Epic Boons are available to be chosen by characters at level 19.
Origin feats are similar to the features each background got in the 2014 Player’s Handbook but with mechanics that give them more utility in your adventurer’s day-to-day life. They represent the talents your character’s background will likely have led them to develop, but don’t offer boosts to ability scores like some General feats do. These are designed to be abilities that brand-new adventurers might possess versus skills that more veteran heroes might have gained on the road.
Origin Feat |
Benefit |
---|---|
Alert |
Add your Proficiency Bonus when you roll Initiative. Can also swap your Initiative with a willing ally in the same combat. |
Crafter |
Gain proficiency with three different sets of Artisan’s Tools. Gain a 20 percent discount on nonmagical items. Can craft an item from a Fast Crafting table, which lasts until you finish another Long Rest. |
Healer |
When you Utilize a Healer’s Kit as an action, a creature can expend one of its Hit Point Dice to heal. Your Proficiency Bonus is added to the roll. When you roll to determine Hit Points when healing with this feature or a spell, you can reroll the dice if it rolls a 1. You must use the new roll. |
Lucky |
After finishing a Long Rest, you have a number of Luck Points equal to your Proficiency Bonus. You can expend one when you make a D20 Test to give yourself Advantage. You can also expend one to impose Disadvantage when a creature rolls a d20 to make an attack roll against you. |
Magic Initiate |
You gain two cantrips and one level 1 spell from the Cleric, Druid, or Wizard spell list, and can replace them with another spell of the same level from the same list when you gain a level. You choose Wisdom, Intelligence, or Charisma as your spellcasting modifier for these spells when you take this feat. You can cast these spells once per Long Rest without expending a spell slot, and can cast them again using spell slots. This feat can be taken more than once, but you must choose a different spell list each time. |
Musician |
You gain proficiency with three musical instruments of your choice. At the end of a Short or Long Rest, you may play the instrument and grant Heroic Inspiration to a number of allies equal to your Proficiency Bonus. |
Savage Attacker |
Once per turn, when you hit a target with a weapon attack, you can roll the weapon damage dice twice and use either roll against the target. |
Skilled |
You gain proficiency in any combination of three skills or tools of your choice. You can take this feat more than once. |
Tavern Brawler |
When you hit with an Unarmed Strike and deal damage, you can deal 1d4 + your Strength modifier. If the damage dice for your Unarmed Strikes roll is a 1, you can reroll it and must use the new roll. You have proficiency with improvised weapons. Once per turn, when you hit a creature with an Unarmed Strike as part of the Attack action, in addition to dealing damage, you can push the target 5 feet away from you. |
Tough |
When you first gain this Origin feat, your Hit Point maximum increases by twice your character level. Thereafter, your Hit Point maximum increases by 2 each time you level up. |
Gaining Origin Feats in Other Ways
You automatically gain one specific Origin feat as a part of your background, but you can add more to your repertoire in other ways. For example, if you play a Human character, one of your species’ features is to gain an extra Origin feat of your choice. You can also select an Origin feat if you choose when you reach a class level that allows you to pick a new feat.
Choosing a Background for Your Character
So, how do you determine the “best” background for your character? Ultimately that comes down to how you want to build and play your character, but there are a few different approaches you can take that can be supported using the 2024 core rules.
First, for a purely mechanical approach, you can simply look at which abilities are the primary focus for your character class, and then select a background that gives you a boost for that score. The 2024 Player's Handbook has a helpful table for giving you an assortment of options for each ability score. The options can be pretty diverse as well. A Strength-based character with a Soldier or Guard background might seem obvious, but Farmer and Artisan are also in the mix for Strength.
Another possibility is to consider which background best ties into the flavor of your class and how your character got there. A Wizard, for example, is most likely to have come from a life of study as a Sage or Scribe. A Bard is likely to have worked as an Entertainer before learning to harness the Words of Creation, but having been a Charlatan or a Noble who shirked her responsibilities to run off and dance after a fateful summer isn’t too far out of left field either.
But while common wisdom might lead you to emphasize your most important stats, there can be a benefit to using your background to supplement skills you might not usually access with your class. Since a Sorcerer’s magic talent is more inherent to them, you might imagine your Sorcerer as a Wayfarer. Their inability to control their magic at a young age led them to a life on the streets where they picked up a few skills like lockpicking. Maybe you want your Cleric to have a honed Perception, so you imagine them having worked as a Guard until a chance encounter turned them into a devotee of Corellon.
Your First Furthest Steps From Home
Backgrounds have always played an important part in the story of how your character became who they are at the start of their adventuring career. With the changes to character creation in the 2024 Player's Handbook, this part of your origin has been boosted with some mechanical aspects that really emphasize that importance, allowing you to absorb it into your roleplaying. When you bring it all together with a class and species choice, your characters made with the 2024 core rulebooks will have fully triangulated into a fleshed-out hero ready to begin their journey!
We’re excited to share more of what you can expect from the 2024 core rulebooks, so stay tuned for additional guides previewing the 2024 Player’s Handbook, which is releasing September 17!
The 2024 Player's Handbook, 2024 Dungeon Master's Guide, and 2024 Monster Manual are all available for preorder on the D&D Beyond marketplace. Plus, you can save $60 and get exclusive digital bonuses when you preorder the Digital & Physical Core Rulebook Bundle!
Riley Silverman (@rileyjsilverman) is a contributing writer to D&D Beyond, Nerdist, and SYFY Wire. She DMs the Theros-set Dice Ex Machina for the Saving Throw Show, and has been a player on the Wizards of the Coast-sponsored The Broken Pact. Riley also played as Braga in the official tabletop adaptation of the Rat Queens comic for HyperRPG, and currently plays as The Doctor on the Doctor Who RPG podcast The Game of Rassilon. She currently lives in Los Angeles.
This article was updated on August 13, 2024, to issue corrections or expand coverage for the following features:
- Savage Attacker: Clarified that you roll the weapon's damage twice and choose. You don't roll once, then reroll.
- Tavern Brawler: Specified you have to deal damage with your Unarmed Strike.
Excellent!
hmmmm
I like the Crafter. Today make a Downtime, with a crafting of Acid Vial (100gp)= 2 Ten Days to make the vial.
Now with the crafter in a long-rest my Character could be making a vial with fast craft in one day.This is very nice.
Not surprised Lightly Armored didn't make the Origin Feat list. It would have been the best option for Spell Casters hands down if it did.
So how long do you think it will be before custom backgrounds become the standard, that lets players put the ASI's wherever they want, the skills and tool proficiencies wherever they want and choose any of the origin feats?
My DM's already said he'd allow it. These new backgrounds are my least favorite change. I couldn't help but to laugh when in the video for backgrounds they mentioned that they allowed us to pick from 3 stats so they wouldn't be tied to specific classes... That's EXACTLY what it forces! If am playing a Monk or a Ranger I need Dex and Wis to be my highest stats so I have to pick one of the backgrounds that offer these two in any group that uses point buy. I'm betting there will be at most 3 or 4 backgrounds with this combo... So 12+ backgrounds are not options for me. I will end up picking the one that gives the best origin feat and having to create a lame backstory to justify it.
Custom backgrounds are so much better. Create a cool backstory, pick the stats your character needs, skills, tools and an origin feat that makes sense for your character and backstory and done. This should have remained the default like it was in UA.
Speaking on the Feats any background that offers Skilled is likely one I won't ever take unless skills and tools are greatly enhanced.
Probably not too long
Very cool, 3 asi to choose from makes backgrounds helpful
wonder if light armor feat moved to 4 or overhauled
Noiceeeeeeeee.
I rather like this setup with the backgrounds and building a bit more into them.
Backgrounds do suggest the character has a bit of life experience and might be a young adult by the time they start adventuring.
Saying the character is younger and having an option there for no background but allowing that character to develop some custom changes over the next couple of levels might be how I might approach some concepts.
Similarly for an older character having a more advanced background to have developed before they were drawn into adventuring would make some sense and be something i would be interested in tinkering with.
In essence, I like the idea of the backgrounds shaping the characters a bit more.
Whilst true to some extent this only further emphasises the need for custom backgrounds in my mind. Take for example a character who has lived in poverty and turned to crime to make ends meet. Did they achieve this goal by pick pocketting and theft in a stealthy manner? What about if they did it by being more of a street thug and beating people up to take there things. They could also do it by a whole variety of frauds and scams. You can basically justify any ASI or skill with characters that on the surface have similar backgrounds. It also isn't hard to build a character whose background doesn't really fit that well with any of the options given.
So instead of picking a "race" for desired Stat boost you pick a background for the desired stat boost.
BUT with Tasha you can have ANY stat get the +2/+1 or +1/+1/+1.
Now your stat bonus options are limited to a choice of 3 Limiting your choices if you want to boost the stat associated with you class role/Features.
would you want to be a Wayfarer Wizard or Fighter vs a background that gives a Wizard +2 to INT or a Fighter +2 to strength.?
Since ALL character get a +2/+1 or +1/+1/+1 to stats. instead of linking them to Species or Backgrounds just link it to the character's determined Stats.
100% agree. They shouldn't have limited the stat choices to 3. They should have left it the way it was in UA it was perfect.
Some of the backgrounds are pointless. Acolyte gives you a choice of Cha, Int and Wis. What class wants any 2 of these let alone all 3 to be there highest stats? Maybe some specialized multi-class build but no single class needs this combo and I fully expect this will be the background they recommend for Clerics so they're not helping new players at all.
Backgrounds should be about roleplay not about power. My Arcane Trickster Rogue took the Sage background (because it mentioned Wizards Apprentice as a possible field of study) but since it doesn't offer Dex as an option, and we used point buy, it would now be a horrible choice despite everything else matching up perfectly with my backstory. I know my DM is going to allow customizing and custom backgrounds I really hope this becomes the norm. Overall I love the changes they made but this is my biggest sore spot.
I think this is part of why they decided to make Origin feats and the like to change Backgrounds into something that could narratively just not ever apply in a game. Your backstory shouldn't be something DMs need codified. Like, if you're a Priest of Apollo and grew up in the church, you shouldn't need a BG feature to say that your church wouldn't offer you a bed for the night.
I wonder if lists of nonmagical items have discount price on them. Multiplying prices by 0.8 all the time must be pain in the buttocks.
Best bet would be to apply the discount after tallying all the nonmagical items being bought rather than applying it to each item individually.
A simple way to do the calculation without fractions would be applying the discount in cash back after the purchase.
Giving 2 silver for every gold spent, 2 copper for every silver spent, and just ignoring that discount on copper spent cause ain't nobody got time for fractions of a penny.
That approximates 0.8 without requiring a calculator.
Is it just me or does Lucky seem like the clear winner out of the other origin feats. Also Magic Initiate specifies cleric, wizard, or Druid. So no more warlock, bard, or sorcerer initiate?
Lucky and Alert are both really good. Alert is great for characters that really want to go first like Assassin's. Tough is pretty good as well. 2 HP doesn't sound like much but at level 10 that's 20 extra HP.
In the Bard video they mentioned that the Bard's magic secrets and the Magic Initiate Feat can only take from Cleric, Wizard and Druid so you are correct.
Naw. Savage Attacker works for Eldritch Blast now. Pew Pew.
Savage Attacker seems super busted overall. Since it functions for any attack, weapon or spell, and it rerolls "damage dice", anyone with a lot of dice on an attack roll such as a Rogue benefit tremendously. Or even casters with things like Disintegrate or simply higher levels of cantrips like Firebolt.