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 criminal. Roll on Table 15 to determine what crime(s) they committed. Regardless of what they did, you will have proficiency in Intimidation.

    >>>> (T.15): Impersonating a noble or other famous individual.
Biological Parents:

    >>>> (T.101): One of your parents was a criminal. Roll on Table 15 to determine what crime(s) they committed. Regardless of what they did, you will have proficiency in Intimidation.

    >>>> (T.15): Sacrilege/Blasphemy.

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

    >>>> (T.101): One of your parents was an executioner.

    >>>> (T.102): One of your parents was a craftsperson or skill artist.

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

(T.3): You were apprenticed or sent to be trained. Roll on Table 4 to determine who by or what as.

(T.4): The stage calls to you! You study with an actor. You will have proficiency in Performance. As for your tutor, their fate awaits on Table 12.

(T.12): The person is a villain. Roll on Table 5 to see what kind of villain, then roll on Table 9 to move against them.

    >>>> (T.5): Orc(s).

Choose one...
(T.9): You are thoroughly defeated, but you escape. You started adventuring at this point.
(T.9): You are thoroughly defeated, but you escape, swearing vengeance (again?). You can re-roll on this table to try at least one more time.

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

(T.25): You run into a dwarf surveying the area for places to mine. They lead you back to civilization, then asks you for a favor on Table 18.

(T.18): Your friend needs help in illegal activites: roll on Table 15. You succeed, but the local criminal organization is alerted to your unsanctioned activities. Find out the consequences of Table 26.

    >>>> (T.15): Forgery.

(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 bit off more than you can chew; your enemy is far too powerful for you to take on. Resort to trying to talk your way out of trouble on Table 28.

(T.28): You manage to eke out some success, but one of the conditions is that you, personally, are taken away from one of the angered parties. You are escorted to Table 8.

(T.8): A haunted house. You escape, but are left with a curse. See Table 7.

(T.7): One of your eyes is green, cat-like and surrounded by black, wrinkled skin. An object can remove this curse. Begin searching for it on Table 11.

(T.11): You find what you are looking for. You will have proficiency in Investigation. Roll on the associated table depending on what you were looking for: Object - Table 13.

(T.13): You find out the object is stolen property. Unfortunately you only find out when you're caught with it in your possession and thrown into prison on Table 21.

(T.21): They though that putting you here would be the end of you, but instead you essentially become the 'boss' of the prison you're in. Your loyal followers arrange for you to be released and even given a bit of gold when you are. You will have +20% starting gold and proficiency in Intimidation and your choice of either Deception or Persuasion. Your life of adventure begins.


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:
Intimidation
Persuasion
Performance
Sleight of Hand
Stealth
Investigation
20% More Starting Gold
Deception or Persuasion