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 Thievesâ 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 Thievesâ 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 Healerâs 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.
Take the Outlander background? Not sure where the problem is.
1. The only background feature to ever be used in any game I have ever played in the last 8 years was when my Dm wanted to run a Westmarches style game, and I chose to play an Outlander so we could travel easier. Completely removed an entire pillar of challenge from th game cause we never had to worry about rations or travel or getting lost, and the DM had no say since he likes to play mostly by the book. Only time. Ever. Wanna know how many times I've used my Starter Feat when playing a Variant Human or Custom Lineage? All the time. They replaced a seldom used feature with an oft used feature, and that is an upgrade. And there is no discernible reason why your DM should be like "You have to roll to get lodging at a temple you work at." That's ridiculous. You don't need Game Mechanics for Roleplay. It's role play. You role play it. You need Game Mechanics for when you want to do something that has a chance at failure. Also, never once has anyone who picked Acolyte in any group or game I've ever run or played in ever actually asked for lodging at a temple of their god, nor has any Noble ever actually asked to speak with another Noble. It just doesn't happen. So you lose a super, super niche ability that only works if you HAPPEN to be in a position to use it, for something you will literally use every session. That is GOOD game design.
2. I am very well aware of what Arcana is, thank you very much. Doesn't change anything from what I said. If you want to be an Acolyte of Mystra and have the Arcana skill, then be a Wizard. That would make the most sense, anyway. Acolyte background, Wizard class. Because as of right now, there IS no Arcane Domain in the new rules, and if you use the old one, you automatically gain proficiency in Arcana anyway! So what are you complaining about!
3. I have very little problem filling my table. My problem is people in my groups want to play my games rather than DM themselves, so I rarely get to just play. I'm typically a pretty open DM when it comes to what you can do at the table, but I hate power gaming. I optimize when I create a character, but I optimize to a concept. If the concept calls for a suboptimal choice, but that choice just fits the concept too well, then I always go with the concept. Specifically choosing things just because you want to have the highest dps or the highest AC or whatever is just irksome. So if you wanna do that, your options of backgrounds are limited.
In the end, I have played the absolute most ridiculous builds out there. I had a kobold sorcerer who wanted to be a paladin and insisted on using a longsword well before he multi classed Paladin and became proficient. I had a Warlock with a 6 Con and a 4 Cha. I played a Ranger once. And I DIDN"T use Tasha's Ranger options. And in each and every one of the games I played, I was the most effective member of the party. I would literally carry the party because no one else I play with understands the rules better than me except one, who is the other DM in our group.
Why canât I pick an ASI as an origin feat? That is sometimes just the best option for a character. Doesnât seem unbalanced to me.
You ask your DM for them. Why does such a specific coupon need to be part of the Backgrounds system?
And? If you're with a DM who wants you to have retainers you'll get them anyway. Whereas if you're with one who doesn't want you to have them, what good is waving your background in their face going to do? Are you going to club them over the head with the book?
"Are you going to club them over the head with the book?" Lol
Real answer: You don't. I'd like to RP that my father gave me a Genie as my personal servant who will cast Wish for me once per day for my entire life with no chance of failure, but that's typically not an option.
I've played with the retainers. They get forgotten about after the first session. It's really not a big deal.
With Lucky, I suppose it can be used before or after the target rolls their die? It doesn't say either way.
I feel like retainers were talked about as part of the bastions thing anyway. I mean, why would your character have retainers? normally to look after an estate or do your housework and laundry for you, and whilst I haven't doublechecked, I feel I remember the retainers mentioned in backgrounds specifically won't go into dangerous situations for you (i.e. they stay at the inn or your estate whilst you go into the dungeon).
Honestly, background features have historically been a nice idea, but not very useful, and I haven't met a GM of any system I can't persuade to grant the occasional RP boon based on a hand-written background story (I actually require it of players I DM for, even if it's just a bulleted list of 2-4 significant events and a quick chat during session 0). Hell, maybe I'm just lucky and have had exceptionally open and flexible GM's to teach me how roleplaying works, but that kind of thing does not need a description in a ruleset; it needs a conversation.
P.S. Making characters mechanically flawed is one of the most fun things to do, partly because it forces you to think more about how you portray them, and that leads to interesting stories. If all you want to do is minmax a combat character, you should be playing Dark Souls; D&D, or whatever ttrpg you play, is about ... stories.
Not quite, it needs to be a weapon attack, and EB is a spell attack.
Massive mistake imo, and a confusing one at that. The UA process seemed to have done it right, and recent new races all gave flexibility in ability point allocations, so why make it more restrictive now? Depending on class choice, you really don't have many options as to what background you take, as any semi-optimizer will for sure feel locked in to taking what gives the most useful options. As a DM, I try to play RAW as much as possible, but this is for sure something I'm going to homebrew around.
100% if they play tested these backgrounds in UA they would have scored very very poorly. Backgrounds are for RP flavor not Power. They really dropped the ball here and they had it perfect in UA. Custom backgrounds should be the default. These should have been left as samples for inexperienced players. Acolyte gives you a choice of Int, Wis and Cha what class needs any 2 of these to be their best stats?
easy solution is take a race from 5e that isn't in the new 2024 phb, if they haven't changed the wording from the UA
you got a choice of either keep your "old" stat bonus or the new ones from background. If that isn't in the phb you could end up with +2/+1 from race & +2/+1 from background
which leads me to believe that the ruling of this will be in the phb :)
"Welcome to the Salty Spitoon. How tough are ya?"
"How tough am I? How tough am I?! I played a 5e Ranger!"
"Yeah, so?"
"Without Tasha's Ranger options."
"Right this way, sorry to keep you waiting."
I'm gonna houserule this one for my players. They can use the older-fashioned species-associated modifiers if they want (nature) or background-associated ability modifiers if preferred (nurture). Seems possible to me that when relatively young, a player character relies more on talents than life experience, since they haven't had as much time to accumulate it, but as they get older they rely more on training and experience. The reason they won't get both is atrophy; if you don't use it, you lose it. While I won't be implementing the older (2e, 3e, etc.) rules on aging, which leans hard toward net penalties, I've certainly seen people change in IRL, developing some skills and talents while letting go of (or deprioritizing) others, often as a result of career development. I certainly wish I had the Str and Dex of my younger self, but my job training certainly switched around what I can do with my time.
On net it shouldn't make a huge difference to the players as long as the range of available ability scores stays consistent, but it'll make a big difference to my worldbuilding. It'll help explain the demographic tendencies of different species toward different roles in a broad sense, but leave plenty of room for key players (including the PCs) to be peers.
My main problem with the Origin Feats (aside from some of the specific changes they've made to feats themselves) is that we are apparently not given a choice of feats. I feel like there should at least be a choice of origin feats for each background. Even in Dragonlance there are options given for a starting feat and then a bonus feat at level 4. You have a list of choices!
This too. That would be a way better system to get some random/pointless butler NPC than via background.
I spit my drink everywhere so I hope you're happy đ
The Entertainer background is not the only possible way to have been a performer. Maybe you're a Charlatan with Sleight of Hand, maybe you're a Noble who plays violin, maybe you're a shepherd who played the pipes so his sheep knew when to come home etc.
No according to this article:
It means that if you had an older option that did have an ability score increase, say Ghostwise Halfling since that isn't in the book for example with its +2 to Dex and +1 to Wis, the background overwrites it. So you can't double up on both species ASI and background ASI, not even when you use an older background, which now has +2 and +1 or +1 to 3 stats. For all intents and purposes species ASI is a dead concept, tossed into the gutter, never to return. Background ASi however is the new shit and thus will be what it is going forward.
you know what's even more meaningless than bemoaning everything? someone saying you aren't allowed to criticize anything. That's you.
A few years back I played an Arcane Trickster Rogue that used the Sage background. This background mentioned Wizards apprentice as one of the areas of expertise which perfectly fit my backstory. I was a Wizards' apprentice that was dismissed from my apprenticeship because I wasn't taking my training seriously.
When I look at what that backgrounds gets it would have been perfect for my character: Arcana, History and Magic Initiate - Wizard that is except for the fact it doesn't offer up Dexterity as an option which means I'd have to play an ineffective Rogue if I want the background that makes sense for my character. I'm not doing that...