How Backgrounds Work in D&D 5e (And Which One to Pick)

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:

  1. Two skill proficiencies — specific skills you add your proficiency bonus to.
  2. Tool or language proficiencies — some give tool proficiencies, some give extra languages, some give both.
  3. Starting equipment — a specific set of gear to start with (plus extra gold, or an alternative starting package).
  4. A background feature — a unique, non-mechanical (or light-mechanical) benefit that helps in social or exploration situations.
  5. 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.

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