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): 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 have four younger siblings (you are the oldest). Proceed to Table 3.

(T.3): You were kidnapped and enslaved. Roll on Table 16

(T.16): You lead a slave revolt! Too bad it is brutally crushed. You carry on serving, but now you are chained up, heavily guarded, mocked by your captors and despised by other slaves. Roll on this table again.

(T.16): A noble purchases you and agrees to allow you to work of your debt 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): "We could totally make more money if we become smugglers". Explore the criminal element on Table 26.

(T.26): You do some minor jobs for the group, but the authorities know it’s you. They can't prove it, so they decide to just make you 'disappear' and dump you in the wilds. Roll on Table 24 to see how you fare.

(T.24): You wander the wilds for at least a year, living a meager existence and never coming into contact with civilization. You will have proficiency in Nature, but there may be a cost: roll on Table 31 to see. Then re-roll on this table.

    >>>> (T.31): You find this 'hardship' almost trivial and come out of it even stronger than before. You will have proficiency in Survival and Athletics.

(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): The leader of a criminal organization.

(T.20): As the caravan stops overnight, you are joined by some fellow travelers. Unfortunately, as you all turn in for the evening, they reveal that they are vampires and attack. You are forced to flee, pursued by these dangerous and dogged enemies as they hunt you for sport. You are fortunate enough to stumble upon a consecrated temple which provides you with shelter. Proceed to Table 27.

(T.27): A divine message comes to you while you serve in the temple. Roll on Table 32 to see this revelation. You will have training in Religion and Insight. Your life of adventure begins after this revelation.

    >>>> (T.32): Doom resides in water; never travel by boat or over water for longer than a month.


Total Rolls: 16
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:
Medicine
Insight
Nature
Survival
Athletics
Perception
Religion