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): One of your parents was a merchant.

(T.102): If this is your 2nd (or higher) roll on this table, you either were raised by one parent or only one parent worked, AND you are an only child. Proceed to Table 3.

(T.3): You are press-ganged. Roll on Table 34

(T.34): You are unwillingly forced into a life of piracy as the lowest mate on board. See how the life treats you on Table 31, 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.34): You become friends with the captain, and eventually convince him to try becoming a merchant vessel captain instead. You will have proficiency in Persuasion. The captain puts you in charge of representing his interests on shore at Table 6.

Choose one...
(T.6): You are a master merchant. You will have 10% more starting gold and proficiency in Persuasion. However, it may have been better to keep your head down: a villain sets out to ruin your business. Roll on table 5 for the villain. You have started adventuring after being ruined.
(T.6): You are a master merchant. You will have 10% more starting gold and proficiency in Persuasion. However, it may have been better to keep your head down: a villain sets out to ruin your business. Roll on table 5 for the villain. You have already sought out vengeance on Table 9.

    >>>> (T.5): A beholder.

(T.9): A lust for revenge is not equal to an ability to track. You are lost in the wilderness on Table 24.

(T.24): You stumble across a druid who is impressed by you and teaches you lore about the wilds. You will have proficiency in Nature. He escorts you to a road where you join a caravan on Table 20.

(T.20): Nothing exciting happens and you are literally so bored that you pass out at the next stop. When you wake up, the caravan has vanished. Roll on Table 8 to see where you were abandoned.

(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): The tower of a wizard. Enter on Table 10.

(T.10): You accidentally break one of the wizard's magical trinkets, and the furious mage turns you into a toad. You spend a year living in a swamp before the spell wears off. In your original form, see if you can survive the swamp on Table 24.

(T.24): You survive by honing your hunting and trapping skills. You will have proficiency in Nature and Survival. With these new skills, you return a stronger person and your life of adventure begins.


Total Rolls: 15
Your age is ADULT
Adults are at the most equalized stage of development. From here their physical body will begin to weaken while their minds and personalities benefit from experience.
Adults have no modifiers to their attributes.

Proficiencies:
Persuasion
10% More Starting Gold
Nature
Survival