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 priest. You will have proficiency in Religion.

(T.102): One of your parents was a merchant.

(T.2): Two brothers.

(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 needs your help on Table 18.

(T.18): Your friend was no true friend at all! They merely wished to frame you for a crime. Serve your time on Table 21.

(T.21): You become known as a troublemaker, and eventually your captor or your guards decide it'll be easier to just hand you over to slavers. Roll on Table 16.

(T.16): You escape your life as a slave, and want to make the one responsible pay. If you have not yet encountered a villain who could be responsible for your enslavement, roll on Table 5 now. Either way, proceed to Table 9.

    >>>> (T.5): A devil.

(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): The earth shakes as a Bulette appears and begins to destroy the caravan. You fall through a crevasse opened up by the beast and tumble down to 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): Mugging.

(T.26): You preform well-enough, but the group is still not sure about your loyalties, even if they do pay you. You have +10% starting gold. Re-roll on this table.

(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 are so bad at trying to negotiate that you actually may have started a war. At any rate, you find you are pressed into service on Table 22.

Choose one...
(T.22): You survive your time as a soldier, but not without cost. One of your limbs has been lost and replaced with a prosthetic. You learn to compensate for your loss, becoming stronger than before. You will have proficiency in Athletics. You have begun your life of adventure after the war.
(T.22): You survive your time as a soldier, but not without cost. One of your limbs has been lost and replaced with a prosthetic. You learn to compensate for your loss, becoming stronger than before. You will have proficiency in Athletics. You can roll on Table 11 to try searching for a magical false limb.

(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 warlord.

(T.19): With the constant need to evade those who pursue you, you develop a lack of trust and are always trying to suss out everybody's intentions. You will have proficiency in Insight. Roll on Table 8 to see where you eventually end up.

(T.8): A friend's house. Just as well as it seems they need your help. Find out what for on Table 18.

(T.18): Your friend didn't want your help. They actually just wanted to lure you to a party in your honor! That's the good news. Unfortunately, things get a bit out of hand on Table 23.

(T.23): You manage to fight or sneak your way out of the fight before the law shows up. You either have proficiency in Athletics or Stealth. Roll on Table 8 to see where you lay low.

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

(T.24): You stumble into a wondrous glade where you meet a fey creature. It touches your forehead, and you fall unconscious, but not before a single portent appears in your mind, roll on Table 32 to see what. Your life of adventure begins when you awoke far from this wondrous place with this new knowledge in mind.

    >>>> (T.32): You will bring a leader to power.


Total Rolls: 31
Your age is OLD
At this point, many individuals are reaching the end of their natural span.
+2 INT, +2 WIS, +2 CHA, -2 STR, -2 DEX, -2 CON

Proficiencies:
Religion
Performance
Nature
10% More Starting Gold
Sleight of Hand
Stealth
Athletics
Insight
Athletics or Stealth