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.
100%
Really? Well, I certainly didn't in the post you quoted, so maybe you can find the one where I say or even imply what you have accused me of.
Finally, a version of Lucky that I, a game master, can get behind. I like the idea of giving advantage or imposing disadvantage, but no longer do we get the annoyance of rolling the dice and attempting to move forward only for players to THEN use Lucky and then having to backtrack slightly to clean up the rest of their turn. Using it BEFORE the rolls are done is so much nicer and easier to manage.
I have this horrible feeling that all of the stat bonuses are going to be sub optimal. Dex/Wis/Cha? Why would I ever want to use that? I hope that's an outlier and not the norm. They know darn tootin' well that people are going to want Primary/Dex/Con. Even if I got access to a nice origin feat like Lucky or Tough I don't think I'd take it if it meant building my character sub optimally.
That one does seem to be an outlier, they're not all great but that one is the most bizarre. I still wish they had left Custom Backgrounds as the default and not bury it in the DMs guide where players will have to beg their DM to allow it. Here are the ones I've managed to find in videos or articles so far:
Acolyte – Int, Wis, Cha
Guide – Dex, Con, Wis
Sage – Int, Wis, Con, Arcana, History, Calligrapher’s Tools, Magic Initiate (Wizard)
Hermit – Cha, Wis, Con, Medicine, Religion, Herbalism Kit, Healer
Merchant – Con, Int, Cha, Animal Handling, Persuasion, Navigators Tools, Lucky,
Noble – Str. Int, Cha, History, Persuasion, Gaming Set, Skilled
Farmer – Str, Con, Wis –
Wayfarer – Dex, Wis, Cha, Insight, Stealth, Thieves Tools, Lucky
Is this a full list of Origin feats?
If so, Lesson of the First Ones looks much less interesting
I think it is but the NDA for the youtubers that have early copies is over tomorrow so we'll know for sure soon.
I just don't get why they impose this weird and jarring restriction here. Like others have said, this will just lead to each class picking the same background in almost every single campaign becaues it has the best stats + feat attached. It's gonna be boring to have the same generic "sage" Wizard or whatever if that is clearly the best choice for Wizards.
My only hope is that DMs are smart enough to say "lol ignore all that" and allow players to pick whatever background with whatever +2/+1 with whatever origin feat they want. I'll definitely do that in my games. Though then there's still the problem that some origin feats are crazy strong like Magic Initiate or Savage Attacker.
Yes your correct every class will have 1-3 backgrounds that are taken over and over again and that's boring AF. However Sage is a poor choice for Wizard as it only gives you one useful stat: INT. I can't think of a one Single Class Character that needs any combination of INT, WIS and CHA to be there 2 highest scores...
if this list is complete there go all and any choices down the .....
sorc, wl => you will have to choose Wayfarer ( where's the choice there ? ) only one that gives + to chr & dex ( imo the important ones for them, you might think diff )
paladin => Noble ( str ) or Wayfarer ( dex ) if you look at the skills you will have to choose the noble ( blocks you from going dex which is really bad :( ) where's the choice in this ?
wiz => Merchant or Sage ( useless origin feat )
clr, druid => they have a bit of choices ......
rest of classes have also a bit of a choices .....
so e.g. i want to play a paladin or priest which has MI:wizard/sorcerer because of the backstory of the char i will have to choose ( UA ) Sage which will be a burden to the group because he/she will be underperforming a lot, because he has not the skills you expect nor the stats you expect
same if you want to play a sorc, wl, wiz who has in his backstory meddled into the divine and learned MI:divine you are forced to take acolyte which is just plain awful .....
i'm also missing a lot of bg that where in the UA, if you want to get access to the perception ( we can all agree on that is the most important skill in the game ) with those backgrounds there is none that grant that ( skilled from noble not counting ), so if you want to have that skill you are forced to playing an elf, or a class ( MC ) that grants you perception .....
for dex,wis,chr i had chars that needed that ( not opti. chars mind you but fun to play ) Sorcerer ( battlemage ), Elf Clr ( no armor )
i personally wouldn't want either of tough or lucky but thats just me, it just doesn't ring with any char i would play :)
UA ( origin feats, we will see tomorrow most likely if they changed )
Acolyte : MI : divine
Guide: MI: primal
Farmer: tough
Despite loving the Background features of 2014 originally, as a DM I do get frustrated as so often they came down to my fiat, and frequently would be abandoned so quickly in the campaign if I had any kind of journey away from the players homes. I would kind of like to see the background features show up more in the DMG as guidance on how to incorporate their background into the narrative of their campaign, and/or put them directly in adventures.
For instance in the DMG have a table that looks like this:
Or in adventures it could be a throwaway line like
"The king's wizard of likes other scholars and if he knows their background, players with the Hermit, Sage, or Acolyte background have advantage on Persuasion checks"
or:
"In this bustling metropolis your players will have connections. You might reveal to a player with the criminal or charlatan background that they already have heard that their old pal Jenny three fingers runs a smuggling ring in the badger tavern, or tell a player with the soldier or guard background that they should visit his old comrade in arms Roderick at the barracks, where they can learn about the missing tax caravan."
At the end of the day, the Background features could get very DM dependant, and if the campaign took place somewhere far from where the heroes grew up it would should the DM how to keep the backgrounds relevant.
I think the Animal Handling refers to the fact that they use Pack Animals/Carts to move around their stuff. However I agree these new backgrounds are poorly thought out.
Yea it was just an example. I didn't look up with backgrounds give which stats/feats. But yea, this is meh. Hopefully this is just one of those rules that most DMs will just handwave away.
Immediately 😂
Rangers and Paladins want a word with you on these. :) Not to mention Dex, Con, and Wis being the three most common saving throws.
I'm sorry, are you saying that STR/DEX/CON, WIS/DEX/CON and STR/CON/CHA are groups that nobody will take or everybody will take, because I think nearly 90% of my builds probably use one of those, and nearly half use the +1 to three scores option. Plus, from what I've seen so far (granted not that much) but the stats chosen are related to the background, and to the abilities most useful in that environment. An environment where certain traits are favoured is going to generate more of a certain character than an environment where they're inherently unfavourable.
Yes you get outliers in any demographic, but it's not wrong, and it is thematic. The far bigger loss for me is for things like the Bonds and Flaws, which they have apparently done away with, and which is a huge negative for new players and veterans alike, as they were excellent touchstones for reminding yourself how your character would behave in a given situation, even if you didn't use the ones in the pre-gen lists.
Or, and hear me out, its exactly what you said. If it's optional/ignored, then why even have it there in the first place? Most of the tables I've been with kind of just brush that away because you were meant to play those aspects up in order to gain inspiration. But 90% of said DMs also didn't bother to play with inspiration rules either unless it was with bard. So if it ended up being a part of a system that no one ended up really using then why keep it around if it'll just keep being ignored down the line?
It's like patching a game where there is a feature that, and I'm just tossing out examples here, 90% of players don't care for and is overall a useless feature in the grand scheme of things. There is a 10% of those players that do like it however. But as a game dev what are you going to do? You're gonna listen to the 90% that would see it gone because yeah it's just wasted design space and maybe even some of the devs have those feelings but never could suggest it to a higher up or whatever.
It's the same with background features. They end up being useful for a bit but then both the DMs and players end up forgetting about it because said feature might not apply to the situation for long periods of time or are so specific that they may as well be either great or useless. Outlander for example breaks DMs who want to run survival games because everything people do with outlander is an automatic thing. Never have to roll or do anything relating to survival because its all done automatically. I have a paladin with the Athlete background and that involves being famous and people may help out (50% chance) if they were within 100 miles of where you grew up and in a settlement. But that ends up being worthless because you could be so far away that the feature just doesn't work anymore. So it ends up being wasted design space as a result. Having even new Alert or Tough would be far better then some feature that may never even work 90% of the time and showcases my athleticism better.
It's like the whole thing about passive vs active features. Background features are passive, and players tend to not like those because they are more likely to forget about them. Background feats on the other hand are better because they play a more active role in session to session play. People like active stuff.
Anyone plan to play a Wizard with the Farmer Background?
You, Marc_Ducorksy have convinced me to give it a go!
Perhaps this affinity with the land is the reason I take the Magic Initiative (Druid) Feat...
Some sort of Ursula K. Le Guin Ged/Earthsea early years thing, maybe? Or some forgetful old mage trained me, providing I helped cultivate his vegetables gardens (still very much a work in progress), um, the farm was growing plant-based spell ingredients, and they'd cornered the market and with surrounding wizard schools!?) Whilst others were pouring over dusty tome, this old mage was giving me an in-at-the-deep-end hands-on crash-course in spell casting.
Later, I formed friendships with the "bookworm" wizards who were desperate for aforementioned spell components (they're doing their greenhouse style Professor Sprout learning) and in exchange they gave me a lessons on how to find things in books, etc. (Whilst not family, that'll give me a few friends I could contact if I need help researching something in gameplay).
After the old mage passed, I decided to become an adventurer - just like the forgetful old mage had been in their youth and I still never miss on opportunity to visit a farm or a library in my travels (What! The DM says one if not both of these locations have a problem that needs an adventurer? Gosh, that convenient!) All that farming stuff means I not a robed-up-to-the-eyeballs style wizard (perhaps I even find that a little pompous, which means some of those wizard friends of mine mock me for my attire, and I mock them for theirs, etc).