This tool is based on the work of user Arachobia on RPG Crossing with his permission. He had taken a list of tables from Dragon magazine #422 in an article called "Building Character" by Matt Sernett and updated them for 5th edition. I've turned them into an automatic tool for generating a characters background.

Instructions: Refresh the page to generate a new background story. As always, you can use it however you like and fill in your own details. Your age and acquired proficiencies are listed at the bottom and are based on the results you got. Try to pick a Race/Class/Background combo that fulfills all the proficiencies. Your age may also result in ability score modifiers that can be applied after building your character.

...or ignore everything and do whatever you want. Whatever.
Background Generator

(T.101): If this is your 1st roll on this table you were adopted. Roll on this table another maximum of two times* as if it is your first and 2nd roll, for your biological parents, then again maximum of 2 times* (again as if it is your 1st and 2nd roll). After this, you may move on to Table 2.
Biological Parents:

    >>>> (T.101): One of your parents was a great villain. Roll on Table 5 to determine what kind of villain they were.

    >>>> (T.5): A beholder.

    >>>> (T.102): One of your parents was a farmer.
Adoptive Parents:

    >>>> (T.101): One of your parents was a diplomat. You will have proficiency in Persuasion.

    >>>> (T.102): One of your parents was a priest. You will have proficiency in Religion.

(T.2): Only child.

(T.3): Who needs an excuse to leave? You just wanted to see the world! Begin your journey on Table 8

(T.8): A town in a swamp which, it turns out, is a great place for outbreaks of plague. Endure the illness on Table 31, then search for a cure on Table 11.

    >>>> (T.31): You barely make it. The experience leaves its scars, both physical and mental, but you find ways to compensate.

(T.11): In your search, you turn up the activities of a villain. Roll on Table 5 to determine which villain. Then try escape their wrath on Table 19.

    >>>> (T.5): A giant.

(T.19): You are captured and imprisoned on Table 21.

(T.21): You spend a year rotting in captivity. Roll an Table 31 to see how this affects you, then roll on this table again.

    >>>> (T.31): You pull through easily enough. You will have proficiency in Survival.

(T.21): You share a cell with another: roll on Table 15 to see their crime. You both manage to orchestrate an escape: flee on Table 19.

    >>>> (T.15): Catpurse.

(T.19): You are captured and imprisoned on Table 21.

(T.21): You spend a year rotting in captivity. Roll an Table 31 to see how this affects you, then roll on this table again.

    >>>> (T.31): You nearly die and are permanently physically scarred. You suffer a pronounced limp, a wracking cough, a twisted hand, a blind eye or some other ailment or combination of ailments.

(T.21): You either voluntarily join a prison gang or are coerced into doing so. Their contacts get you free, but now you owe them a favor on Table 26.

(T.26): Your skill are impressive, and soon the guild not only makes you a member but starts giving you all the best jobs. You will have proficiency in Sleight of Hand and Stealth. A rival in the group takes notice, and you are forced to strike at them before they strike at you on Table 9.

(T.9): You are tricked, and become lost underground. Roll on Table 25.

(T.25): You wander in dark caverns for who knows how long, subsisting on insects, bats and whatever else you can catch. It's a miserable existence: roll on Table 31 with a -5 penalty to see how it affects you. Then re-roll on this table.

    >>>> (T.31): It’s tough, but you pull through with high spirits and no permanent damage.

(T.25): You survive your time beneath the earth well and become adept at exploration. You will have proficiency in Stealth and Survival. Roll on Table 8 to see where you eventually emerge.

(T.8): A mobile community of river-dwelling halfings who travel by barge. They teach you some hunting skills. You will have proficiency in Survival. Re-roll on this table, ignoring a result of 20, to see where the river takes you.

(T.8): A town in a swamp which, it turns out, is a great place for outbreaks of plague. Endure the illness on Table 31, then search for a cure on Table 11.

    >>>> (T.31): You barely make it. The experience leaves its scars, both physical and mental, but you find ways to compensate.

(T.11): You discover you need more information to find what you seek. You will have proficiency in Investigation. Roll on this table again, but regardless of what you were searching for originally, you now are seeking information.

(T.11): In your search, you turn up the activities of a villain. Roll on Table 5 to determine which villain. Then try escape their wrath on Table 19.

    >>>> (T.5): Goblin(s).

(T.19): You are captured and imprisoned on Table 21.

(T.21): You either voluntarily join a prison gang or are coerced into doing so. Their contacts get you free, but now you owe them a favor on Table 26.

(T.26): The group sets you up and frames you for a crime. Roll on Table 15 to see which one, then go to jail on Table 21.

    >>>> (T.15): Rabble-Rousing/Rebellion.

(T.21): You are tough, and the warden decides you might be fit for military service. Roll on Table 22.

(T.22): You are a recognized hero who rises through the ranks. You will have +15% starting gold and proficiency in Athletics. Also, regardless of your background, you always have the Feature: Military Rank from the soldier background. Your life of adventure begins.


Total Rolls: 38
Your age is VENERABLE
You have outlived most of your kind. This takes considerable knowledge and a fine ability to interact with others to get them to help you in your much frailer state.< br >+3 INT, +3 WIS, +3 CHA, -3 STR, -3 DEX, -3 CON

Proficiencies:
Persuasion
Religion
Survival
Sleight of Hand
Stealth
Investigation
15% More Starting Gold
Athletics
Feature: Military Rank (Soldier background)