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 scholar and teacher. You will have proficiency in History.

(T.102): 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): Catpurse.

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

(T.3): You eloped. Scandalous! Roll on Table 12 to see how this worked out.

(T.12): The person is being blackmailed by a criminal organization. You decide to infiltrate said organization to discover the blackmailer's identity on Table 26.

(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): Your quest is put on hold as you become embroiled in other events. Roll on Table 17.

(T.17): You fall deeply in love with someone, and are distracted from everything else. Find out on Table 12 the fate of the object of your affection

(T.12): You find out the person was just using to you, and that they actively hate you. After they push you away, you blunder about without paying much attention and end up on Table 17.

(T.17): You are robbed and left tied up. You will have 10% less starting gold. You swear vengeance on those that robbed you on Table 9.

(T.9): You become trapped with your enemy. Now, former foes must work together to survive! Roll on Table 31 to see how you in particular fare from this arrangement, then roll on Table 8 to see where you eventually ended up after enduring your ordeal and parting ways with your possibly former enemy (or they ran away once they no longer needed you).

    >>>> (T.31): You barely make it. The experience leaves its scars, both physical and mental, but you find ways to compensate.

(T.8): A private hunting grounds owned by a noble. Try to explain your way out of it at 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.

(T.22): Your unit and an enemy unit end up in a stand-off. Try negotiate a truce 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): You walk into the middle of a slaver's camp, making their job very easy. 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 warlord.

(T.9): You become trapped with your enemy. Now, former foes must work together to survive! Roll on Table 31 to see how you in particular fare from this arrangement, then roll on Table 8 to see where you eventually ended up after enduring your ordeal and parting ways with your possibly former enemy (or they ran away once they no longer needed you).

    >>>> (T.31): You pull through easily enough. You will have proficiency in Survival.

(T.8): A trade city by a river. You try your hand at a merchant lifestyle 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 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 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): In your mission, you do a great deal of archival investigation and befriend several scholars. But the information you discover is used in an unexpected way, and now those scholars are in danger. You will be proficient in History. Your life of adventure begins with contacts among the scholars who aided you and the possibility of your past as a spy catching up.


Total Rolls: 29
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:
History
Intimidation
Sleight of Hand
Stealth
10% Less Starting Gold
Survival
Deception