How Backgrounds Work in D&D 5e (And Which One to Pick)
26 March 2026
A background represents your character’s life before they became an adventurer. Were you a soldier? A criminal? A traveling performer? A failed acolyte? Your background answers that question — and it gives you concrete mechanical benefits on top of the roleplay hooks.
What a background gives you
Every background provides:
- Two skill proficiencies — specific skills you add your proficiency bonus to.
- Tool or language proficiencies — some give tool proficiencies, some give extra languages, some give both.
- Starting equipment — a specific set of gear to start with (plus extra gold, or an alternative starting package).
- A background feature — a unique, non-mechanical (or light-mechanical) benefit that helps in social or exploration situations.
- Personality traits, ideals, bonds, and flaws — roleplaying prompts you can use as inspiration for how your character acts.
The core backgrounds in the PHB
Acolyte
Skills: Insight, Religion
Languages: Two of your choice
Feature: Shelter of the Faithful — you and your party can receive free healing and care at temples of your faith.
Good for: Clerics, Paladins, anyone with a religious backstory.
Charlatan
Skills: Deception, Sleight of Hand
Tools: Disguise kit, forgery kit
Feature: False Identity — you have a fabricated second identity with documents, an established history, and contacts.
Good for: Rogues, Bards, or anyone playing a con artist.
Criminal
Skills: Deception, Stealth
Tools: Thieves’ tools, one type of gaming set
Feature: Criminal Contact — you have a reliable contact in the criminal underworld who can give information.
Good for: Rogues, Rangers, anyone with a dark or gritty backstory.
Entertainer
Skills: Acrobatics, Performance
Tools: Disguise kit, one type of musical instrument
Feature: By Popular Demand — you can always find a place to perform (and get free room and board in exchange).
Good for: Bards, Monks, anyone who was a performer.
Folk Hero
Skills: Animal Handling, Survival
Tools: Artisan’s tools (one type), land vehicles
Feature: Rustic Hospitality — common folk will shelter you and keep your presence quiet.
Good for: Fighters, Barbarians, Rangers, or anyone from a rural or working-class background.
Guild Artisan
Skills: Insight, Persuasion
Tools: Artisan’s tools (one type)
Languages: One of your choice
Feature: Guild Membership — your guild provides support, legal aid, and lodging.
Good for: Any class with a crafting or trade background.
Hermit
Skills: Medicine, Religion
Tools: Herbalism kit
Languages: One of your choice
Feature: Discovery — you made a great discovery during your solitude. Work with your DM on what it is.
Good for: Druids, Wizards, Clerics, or anyone with a contemplative past.
Noble
Skills: History, Persuasion
Tools: One type of gaming set
Languages: One of your choice
Feature: Position of Privilege — people assume the best of you; high society gives you welcome access.
Good for: Paladins, Bards, Warlocks, or characters from wealthy families.
Outlander
Skills: Athletics, Survival
Tools: One type of musical instrument
Languages: One of your choice
Feature: Wanderer — excellent memory for terrain; you can always find food and water for yourself and up to 5 others.
Good for: Rangers, Barbarians, Druids, or characters raised outside civilisation.
Sage
Skills: Arcana, History
Languages: Two of your choice
Feature: Researcher — if you don’t know something, you know where to find out. You always know who to ask.
Good for: Wizards, Artificers, Clerics, or any knowledge-focused character.
Sailor
Skills: Athletics, Perception
Tools: Navigator’s tools, water vehicles
Feature: Ship’s Passage — you can secure free passage on ships (in exchange for some work).
Good for: Any class with a seafaring or coastal background.
Soldier
Skills: Athletics, Intimidation
Tools: Land vehicles, one type of gaming set
Feature: Military Rank — soldiers from your former army respect your rank; you can invoke it for favours.
Good for: Fighters, Paladins, Barbarians, Rangers.
Urchin
Skills: Sleight of Hand, Stealth
Tools: Disguise kit, thieves’ tools
Feature: City Secrets — you know the hidden paths through cities. Moving through populated areas at twice normal speed.
Good for: Rogues, Monks, or anyone who grew up on the streets.
How to choose your background
Don’t optimise. Pick what fits.
The mechanical difference between backgrounds is small — two skill proficiencies you might have gotten from your class anyway. The more important question is: what was your character doing before they became an adventurer?
If your class already gives you Stealth, the Criminal’s Stealth proficiency is wasted — look for backgrounds that give skills your class doesn’t cover.
Think about roleplay gaps. The background feature and the personality traits are where backgrounds shine. A Noble character can walk into a palace that a Commoner can’t. A Sage character knows who to ask when they don’t know something.
Talk to your DM. Background features are often highly setting-dependent. Shelter of the Faithful means more in a religious city than in a dungeon. Your DM can also help you customise a background if nothing in the list fits perfectly.
A note on personality traits
The ideals, bonds, flaws, and personality traits listed in backgrounds are starting suggestions. You’re not required to use them — they’re prompts. Some players roll for them randomly; others write their own. Use whatever helps you picture who your character is.
Recommended gear
Helpful table basics. Some links may be affiliate links (we may earn a commission at no extra cost to you). See our Affiliate Disclosure.
- Dice set (7-piece polyhedral) — Fast rolling, less sharing, fewer pauses.
- DM screen — Quick rules reference and cleaner pacing.
- Battle mat / grid map — Movement and AoE become instantly clear.