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 craftsperson or skill artist.

(T.102): One or both of your parents were spies; and they raised you to become a spy as well. After determining whether you have siblings by getting a result from Table 2, proceed to Table 29 instead of proceeding to Table 3 as normal.

    >>>> (T.2): A fraternal (i.e. non-Identical) twin.

(T.29): You are a terrible spy! Your cover is blown practically immediately and you are locked up by those you were spying on in 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): You are responsible for many of the group’s big schemes and acts, and gain fame under an assumed name. You will have proficiency in Sleight of Hand and Deception. Eventually, the authorities catch up with you, but decide you are more useful working for them as a spy than a prisoner. Begin your life in espionage on Table 29.

(T.29): You are a terrible spy! Your cover is blown practically immediately and you are locked up by those you were spying on in Table 21.

(T.21): You are scheduled for execution, but at the last moment a noble decides to intervene and buy your freedom if you serve them. Roll on Table 33.

(T.33): The noble becomes confidant of your economic aptitude. You will have proficiency in Insight. You begin becoming actively involved in merchant business on the noble's behalf on Table 6.

(T.6): You are framed for stealing merchandise! Was it a rival, or maybe even your boss? You'll have plenty of time to speculate in jail. Proceed to Table 21.

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

(T.22): You're a good fighter, but in the end you are overwhelmed and taken captive. Roll on Table 16.

(T.16): You are forced to mine for precious minerals underground. You will have training in Nature from developing a good knowledge of terrain. One day you become lost and have to find your way out on Table 25.

(T.25): Beneath the earth, you discover a huge statue with ruby eyes. You pry one lose, but then are forced to flee when a tribe of goblins chases you out of the tunnels. On the bright side, they chase you back to the surface where you sell the ruby for a tidy profit. You will have +50% starting gold. On the downside, it turns out the ruby cursed you. Roll on Table 7.

(T.7): You were cursed to never again taste food or experience any joy from music or song. Can you find the information you need to lift this curse on Table 11?

(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): They say you can't really know someone until you've had a bare-handed fight with them, and this seems to be the case. After fighting to a standstill, you and most of your opponents end up becoming great friends and drown the pain of your bruises in drink and song. You will have proficiency in Athletics. One of your new friends decides to ask you for 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 are tough, and the warden decides you might be fit for military service. Roll on Table 22.

(T.22): You're a good fighter, but in the end you are overwhelmed and taken captive. Roll on Table 16.

(T.16): In what seems like an act of divinity, a disaster slaughters nearly all your captors. You travel to Table 27 to pay respect to the god that you believe is responsible for your freedom.

(T.27): You impress the priests with your devotion. You will have training in Religion and Medicine. You are sent out to spread the word, roll on Table 8 to see where.

(T.8): A travelling circus. You can travel with them, but only if you can join the act on Table 30.

[d20 = 12]
(T.30): You become part of the freak show. It doesn't really matter if you're really a freak or not, as long as you can scare people. Roll a d20. On a 12+, you are truly terrifying. You will be proficient in Intimidation and your life of adventure begins.


Total Rolls: 24
Your age is MIDDLE-AGED
The beginning of physical decline.
+1 INT, +1 WIS, +1 CHA, -1 STR, -1 DEX, -1 CON

Proficiencies:
Sleight of Hand
Deception
Insight
Nature
50% More Starting Gold
Athletics
Religion
Medicine
Intimidation