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
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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
The 2024 Player's Handbook is now available on the D&D Beyond marketplace, which means it's time to set out on new adventures with fresh or familiar characters!
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 delighted to share with you the changes to fifth edition D&D that appear in the 2024 Player’s Handbook. Make sure to keep an eye out on D&D Beyond for more useful guides on using the wealth of new options, rules, and mechanics found in the 2024 Player's Handbook!
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.
I agree that the new backgrounds aren't roleplay friendly but their not power gamer friendly either. Power gamers will want their builds to have the stat bonuses where they need them and the origin feat that that works best for their build. These backgrounds don't allow that. D4 for example has publicly stated that they are too constraining for him.
Maybe a small subset of power gamers that like working with these types of constraints (which I've personally never met) will like them but that's about it.
A popular youtuber who makes character builds.
I figured what I said didn’t so much to lack of imagination with younger players and dm’s. Which is encouraging indeed. I figured the latter, quick buck. Shame they don’t see it. Targeting and group say10/15 pct exclusively on a new release may produce short term gain. But it tends to play out badly long term. We will see in the next few months how it goes. But till then play on hard! And no matter what happens or what happens. We have the key in how we play or dm. Always did. That’s why they are still here now 50yrs later! Stay flexible and adventurous in whatever you want to play out. Like Bob Ross said. “It’s your world you make it how you want it to be “. Screw anything else.
Does anyone know the artist for that piece of art with the wizard and her cat familiar? It's not showing me an artist credit.
People excited about the Savage Attacker feat: the wording in the book is actually "you can roll the weapon's damage dice twice and use either result" (not the entire damage dice, so no Sneak Attack reroll). Treantmonk goes over it here.
Backgrounds giving skills, stats, and feats is the dumbest, and uniquely America, decision ever. Removing races is indicative of what is ruining society; certain people are incapable of acknowledging that people of different ethnicities may have different strengths and weaknesses. Humans and Orcs aren't the same just as dogs and cats aren't the same. And does anyone think species is somehow less offensive than race? Im certainly not referring to my girlfriend as a different species!
To prove my point, I was looking at the average height by country (and gender) and unsurprisingly the results are different. What did surprise me, and proved my point even more, is that the only country that also divides its populations average heigh by ethnicity is the United States. Average Human Height. It is very sad that there are people who are unable to play an RPG where fictional races having unique qualities without being traumatized. Especially when Custom Lineage exists, and Monsters of the Multiverse solved these problems.
You should be able to be a sage who has +1 to Dex and +1 to Str because they do CrossFit every morning in their room. You should be able to play a sailor who is skilled in the Arcane and has a thief's kit. You should be able to play into and around a race's (species) strengths and weaknesses. Why can't I take Moderately Armored or Dungeon Delver but I'm allowed Lucky or Alert which are historically OP? This homogenization is stifling the creative experience of playing Dungeons and Dragons. You should be able to take most Feats at level one (except those that give extreme advantages in combat/encounters).
Think of how great it feels to make a save with a stat you have a minus to; you defied the odds! What a great RP experience for that player. Think of the moments when an expected result doesnt happen; you're most charismatic hero fails to persuade the local authority of a human town, but your grisly, unrefined Bugbear companion is able to. When I roleplay, I enjoy escaping to a world where I can be someone else; someone different than myself. Sometimes that character is socially awkward or overly confident or rich and stuffy or anything that I think would be fun to be for a few hours. In major cities I wouldnt expect the race (species) of my character to matter but a small encampment Wood Elves in faraway lands should react warily to a Harengon or Deep Gnome.
The irony is, all WotC did was state social class, not race (species), is what really divides us; acolytes are smart, charismatic, and wise but soldiers are rude, dumb brutes!
Given that backgrounds always gave skills and tools since the start that seems like a moot point. It was with Spelljammer I think did they start giving us backgrounds with feats and then every other book after that gave their own setting based feats and they straight up told you, "If you do not have a feat and you are playing with someone that does take either Skilled or Tough." So backgrounds with feats have been built up for awhile in that department. Stats being connected is a sour point that everyone has made on various occasions so nothing new there. Especially since you can just lead up a different background not in the new PHB and rearrange the stats yourself and give yourself a free Origin feat.
As for why you can't take Moderately Armoured or Dungeon Delver is because A. Dungeon Delver isn't even in the PHB anymore and was stupid situational to the point of sheer uselessness, and B. for Moderately Armoured, it's because people already hate spellcasters with armour, don't make it a first level feat like what they tried to do with Lightly Armoured in UA (which by the by now gives shield proficiency in addition to light armour which for people who read into this sort of thing is even more AC than what is needed for your wizard character) and would be a hard pick for sure for any spellcaster. Meanwhile Lucky and Alert have been changed as both seen in this article, and told by the people who have the PHB. And also all general feats (I.E any feat not an Origin feat) is now a half feat, meaning that you could in theory just do either point buy/standard array yourself into having an 18 in your primary stat at level 1. So if you took Moderately Armoured for example, you now get either a +1 to either strength or dexterity. It's a balancing thing. Even feats such as Speedy, the renamed Mobile feat, give you either a +1 to Dex or Con. Grappler, previously one of the shittier feats in 2014 is now not only good but also a half feat, giving either +1 to Str or Dex. The ritual casting feat is now a half feat.
Point is you can't just give feats that are now more powerful in comparison to their 2014 counterparts. Not the feats that are now level 4 plus anyway.
They didn't keep the "Build your own background" part from the UA? That's dumb....
This is how I've been building my characters since I started back in 2e, no matter what the PHB said. It doesn't have anything to do with optimizing, I just generally have an idea of what class I want to play and start from there.
I usually go class, race, background but I agree this has nothing to do with optimization. These new backgrounds are equally as bad for optimizers as they are for role players. I personally fall somewhere between these two extremes and I hate them. Fortunately my DM has already said they will allow custom backgrounds.
similiar to what i'm doing ....
i go backstory->what class fits->what race fits-> which background fits most likely to that, modify the parts that don't fit .....
I can't understand how it's possible to do things so wrong. It's incredible how many bad decisions and design errors the new book has, it looks like it was made by people who have never played the game. I say all this with sadness, because I was really looking forward to the new book, but it feels like Wizards of the Coast just wants our money in exchange for garbage. I'm looking forward to giving Wizards my money, but please, at least have the dignity to give me something decent at least.
My first point was that I do not see the point in taking +2 +1 or +1 to 3 away from races (species) and placing them on backgrounds doesn't make any sense because all it does it shift the issue from one of race to one of social status.
My second point was not why "x" vs "y" feat. The point was that Lucky and Alert, even though weaker than there 2014 versions, and tough feats are objectively better than some level 4 feats (precisely why I used Dungeon Delver in my example). To me, it seems silly to restrict diversity of character building just because you personally have an issue with mages using a shield.
As far as balancing, the player base does not want a truly balanced, homogenized game, which is why version 4 was so unpopular. Instead, most players want the game to be fun and to have big, unique moments (both good and bad). If Jeremy Crawford really cared about balance he would never have insulted the community by suggesting Hunter's Mark being a d10 is a capstone feature.
i for one say about the origin feats, lucky & tough are decent picks, but with the "right" class i wouldn't pick them. Any priest-class ( druid/cleric ) or Half-Caster ( Paladin / Ranger ) will take MI: wizard in a heartbeat since it is clearly more valuable ( e.g. shield spell ) for them then going a bit earlier or having a couple more HP.
For a wiz / sorc lucky will be a good feat i agree beause it lets them reroll failed checks ( e.g. counterspell save ).
As for the AC needed on a sorc / wiz it depends on the tier of playing, at tier 4, 20 ac ( which is hard to reach w/o items & armor ) is by far not enough, but thats my 2c
These needed some more flex in them. Each one should come with 2 feats choose one, one of the stats should be a floating choice as should one of the skills. I'm not a fan of custom backgrounds as its basically custom origins which ended up being just too good imo. Not getting the perfect build is fine, but with so little flex in the options you really pigeonhole people into a narrow set.
We separated your ability scores from your species so that you can build your concept with more freedom! Your race no longer defines you; your occupation does.
What, you didn't want your Wizard to be a Criminal? Too bad.
I guess they didn't understand what part of the 2014 races people were actually unhappy with.
Yeah I've never been a fan of racial bonuses and I'm glad they're gone but background ability bonuses are just as bad. Sage used to be a great background for Arcane Tricksters and Eldritch Knights. Not any more... They new system will lead to bland/generic backstories. Thankfully my DM has already said he'd allow custom backgrounds.
I'd certainly allow them too. And the 2024 DMG is supposed to contain the options for customized backgrounds, but the issue there is that dndbeyond likely won't let you toggle those optional rules unless you own the digital DMG.
But that's the thing, racial bonuses aren't gone, racial stat bonuses are. Species still get specific racial traits that make them more suited to certain classes than others. All WotC did was successfully make character backgrounds less unique and limited roleplaying options. Every fighter and barbarian growing up as farmers is boring...
Yes some of the traits do lead you towards certain classes (i.e. dragonborn's breath weapons works better on classes with extra attack) but it's not nearly as bad as with the racial stat bonuses. In 2014 (pre-tasha's) a Dragonborn had +2 Str, +1 Cha, try making an effective Monk with this! But this combo works great for a Paladin.
They should have made custom backgrounds the default like they did in UA. I've seen the full list of backgrounds now and each combo of 2 stats seems to have 3-4 options. If I play with a DM that doesn't allow custom backgrounds (mine said he will allow them) then I'll pick from the ones that have the 2 stat bonus I need and then I'll chose the one with the best origin feat. I suspect this will be a pretty common approach.
There are some options I'd never take. Acolyte has Cha, Wis and Int. There is no class that wants any 2 of these to be their best stats let alone all 3. I mean maybe some multiclass builds might need this but otherwise...