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 healer. You will have proficiency in Medicine.

(T.102): One of your parents was a diplomat. You will have proficiency in Persuasion.

(T.2): You were separated from your siblings at birth. Re-roll on this table to determine who they were, ignoring a result of 1, 2 or 20

(T.2): You're the bastard! You have two brothers and two sisters.

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

(T.8): A small village in the wilderness, as a terrible winter descends. Pull through on Table 31, then try stay alive on Table 24.

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

(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): The caravan is attacked by a greedy villain and its minions, but you manage to spot them in time to fight them off, with the villain swearing vengeance on you in particular. Roll on Table 5 to see the villain in question, and the next time you are asked to roll on Table 5, use this villain instead. You will have proficiency in Perception. Re-roll on this table as the caravan continues on its way.

    >>>> (T.5): A powerful merchant.

(T.20): A dragon swoops down and picks the whole caravan up with you inside. As the creature flies low over the woods, you manage to leap into a tree for safety, but now you have to try survive the wilds on Table 24.

(T.24): You find some sort of road, trail or other route to follow to Table 8.

(T.8): You walk into the middle of a slaver's camp, making their job very easy. Roll on Table 16.

(T.16): A noble purchases you and agrees to allow you to work of your debt on Table 33.

(T.33): Your 'service' is actually as a slave. Roll on Table 16.

(T.16): You lead a slave revolt! Too bad it is brutally crushed. If you got this result a second time, your captors decide you are more trouble than you are worth, and leave you to die of exposure 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): You realize there's a group of brigands lying in wait to ambush you ahead. You manage to turn the tables and ambush them instead: taking them prisoner. The caravan master rewards you and you start with +10% starting gold. He also allows you to take the prisoners to be turned over for a reward: roll on Table 8 to see where you end up with them.

(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 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.11): Good idea: Plying folk with drinks to try find information. Bad idea: Drinking so much yourself that you start a brawl in the tavern. Stagger on over to Table 23.

(T.23): You end up unconscious on the floor, but the tavern owner admires your style and keeps you out of trouble with the law. You still have to work off some of the damages though. While working, you overhear a conspiracy. When you report it, you are hired to infiltrate the conspirator's group. Roll on Table 29.

(T.29): You begin to uncover a conspiracy, but you need more information. Proceed on Table 11.

(T.11): You turn up nothing. Your life of adventure begins with no progress made in this search.


Total Rolls: 25
Your age is MIDDLE-AGED
The beginning of physical decline.
+1 INT, +1 WIS, +1 CHA, -1 STR, -1 DEX, -1 CON

Proficiencies:
Medicine
Persuasion
Nature
Perception
10% More Starting Gold
Survival