Summary
-
D&D
‘s 2024
Player’s Handbook
emphasizes character backgrounds more, with 16 options available for a variety of DnD characters. - Ability score increases are now tied to character backgrounds, reflecting experiences prior to adventuring.
- Backgrounds are also great for inspiring roleplay opportunities, whether drawing on a guide’s wilderness skills or a sage’s studies.
Character backgrounds have long been a fun part of creating a character in Dungeons & Dragons, but the 2024 Player’s Handbook makes them way more mechanically important than before. While ability score increases used to be associated with races (called species in the 2024 book), they’re now tied in with character backgrounds, emphasizing a character’s experience prior to joining an adventuring party.
In total, the 2024 Player’s Handbook features 16 different backgrounds, a step up from the 13 provided in 2014. There should ultimately be a decent fit for virtually any DnD character, but anyone who can’t connect their character with any of the options can always work with their DM to reflavor something.
16 Acolyte
Ability Scores |
Intelligence, Wisdom, Charisma |
---|---|
Feat |
Magic Initiate (Cleric) |
Skill Proficiencies |
Insight & Religion |
Tool Proficiency |
Calligrapher’s Supplies |
Equipment |
(A) Calligrapher’s Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP or (B) 50 GP |
Acolytes have experience as devotees in a temple, with an understanding of religon, magical rites, and a rudimentary grasp of channeling divine power. Taking an acolyte background is perfect for someone who wants to dip slightly into the Cleric experience and flavor without multiclassing.
15 Artisan
Ability Scores |
Strength, Dexterity, Intelligence |
---|---|
Feat |
Crafter |
Skill Proficiencies |
Investigation & Persuasion |
Tool Proficiency |
Chosen set of Artisan’s Tools |
Equipment |
(A) Artisan’s Tools, Two Pouches, Traveler’s Clothes, 32 GP or (B) 50 GP |
The artisan background confirms that a character has worked as an apprentice in a trade before, whether crafting weapons as a blacksmith or helping to run a kitchen as a cook. Experience in customer service helps give artisans an edge in conversation.
14 Charlatan
Ability Scores |
Dexterity, Constitution, Charisma |
---|---|
Feat |
Skilled |
Skill Proficiencies |
Deception & Sleight of Hand |
Tool Proficiency |
Forgery Kit |
Equipment |
(A) Forgery Kit, Costume, Fine Clothes, 15 GP or (B) 50 GP |
Charlatans are experienced in the art of having an angle, knowing just what to show and tell people to manipulate them into serving the charlatan’s needs. Whether they’ve performed unbelievable card tricks in a circus or duped the unwitting on the streets of a city, their skills should translate well to a party that’s willing to deceive.
13 Criminal
Ability Scores |
Dexterity, Constitution, Intelligence |
---|---|
Feat |
Alert |
Skill Proficiencies |
Sleight of Hand & Stealth |
Tool Proficiency |
Thieves’ Tools |
Equipment |
(A) Two Daggers, Thieves’ Tools, Crowbar, Two Pouches, Traveler’s Clothes, 16 GP or (B) 50 GP |
A DnD character with a criminal background has lived a shadowy life, and one that might not have been as comfortable as a charlatan telling comforting lies. Criminals are likely to be cunning cutpurses with a good nose for danger and the wits to keep themselves out of serious trouble despite constantly playing with fire.
12 Entertainer
Ability Scores |
Strength, Dexterity, Charisma |
---|---|
Feat |
Musician |
Skill Proficiencies |
Acrobatics & Performance |
Tool Proficiency |
Chosen Musical Instrument |
Equipment |
(A) Musical Instrument, Two Costumes, Mirror, Perfume, Traveler’s Clothes, 11 GP or (B) 50 GP |
An entertainer background is a natural choice for a bard, but it could make sense for any DnD character with a flair for performance. Whether known for the musical instrument that they gain proficiency in or any other sort of memorable skill, any show put on by an entertainer stands a good chance of capturing hearts and winning over friends and allies.
11 Farmer
Ability Scores |
Strength, Constitution, Wisdom |
---|---|
Feat |
Tough |
Skill Proficiencies |
Animal Handling & Nature |
Tool Proficiency |
Carpenter’s Tools |
Equipment |
(A) Sickle, Carpenter’s Tools, Healer’s Kit, Iron Pot, Shovel, Traveler’s Clothes, 30 GP or (B) 50 GP |
The background of a farmer might not be as glamorous as some other options in DnD‘s 2024 Player’s Handbook, but it’s no less beneficial. A farmer has steadfast resilience, a connection with land and animals, and the wisdom to know when they’re outmatched by nature.
10 Guard
Ability Scores |
Strength, Intelligence, Wisdom |
---|---|
Feat |
Alert |
Skill Proficiencies |
Athletics & Perception |
Tool Proficiency |
Chosen Gaming Set |
Equipment |
(A) Spear, Light Crossbow, 20 Bolts, Gaming Set, Hooded Lantern, Manacles, Quiver, Traveler’s Clothes, 12 GP or (B) 50 GP |
Virtually every adventuring party will end up dealing with their fair share of guards, but there’s no reason why they shouldn’t have that experience themselves. A character with a guard background is well-tuned for danger and perfectly capable of manning a long post, with the physical prowess to dispatch any reasonable threats.
9 Guide
Ability Scores |
Dexterity, Constitution, Wisdom |
---|---|
Feat |
Magic Initiate (Druid) |
Skill Proficiencies |
Stealth & Survival |
Tool Proficiency |
Cartographer’s Tools |
Equipment |
(A) Shortbow, 20 Arrows, Cartographer’s Tools, Bedroll, Quiver, Tent, Traveler’s Clothes, 3 GP or (B) 50 GP |
A guide has been immersed in the wilderness all their life, so they might be of significant help to a party that plans on trekking through dangerous forests and unknown territories. They tap into a bit of the same magic that Druids possess thanks to their deep connection with the strange wilds, and survival skills like charting paths and foraging should come easily to them.
8 Hermit
Ability Scores |
Constitution, Wisdom, Charisma |
---|---|
Feat |
Healer |
Skill Proficiencies |
Medicine & Religion |
Tool Proficiency |
Herbalism Kit |
Equipment |
(A) Quarterstaff, Herbalism Kit, Bedroll, Book (philosophy), Lamp, Oil (three flasks), Traveler’s Clothes, 16 GP or (B) 50 GP |
Like guides, hermits are accustomed to living outside the bounds of civilized society, but they’ve been focused on solitude rather than helping travelers through the unknown. Immersed in their thoughts, hermits have gained wisdom and knowledge, with a knack for healing that won’t match a dedicated support class but could certainly do in a pinch.
7 Merchant
Ability Scores |
Constitution, Intelligence, Charisma |
---|---|
Feat |
Lucky |
Skill Proficiencies |
Animal Handling & Persuasion |
Tool Proficiency |
Navigator’s Tools |
Equipment |
(A) Navigator’s Tools, 2 Pouches, Traveler’s Clothes, 22 GP or (B) 50 GP |
Merchants have experience as apprentices, like artisans, but they worked under those who were experienced at selling wares rather than crafting them. A merchant has the charisma to make for a natural party face and the travel experience to help get the party where they need to go, even if they might struggle in the wilderness compared to a guide.
6 Noble
Ability Scores |
Strength, Intelligence, Charisma |
---|---|
Feat |
Skilled |
Skill Proficiencies |
History & Persuasion |
Tool Proficiency |
Chosen Gaming Set |
Equipment |
(A) Gaming Set, Fine Clothes, Perfume or (B) 50 GP |
Characters with a noble background are accustomed to the finer things, growing up in privileged positions that were likely far more comfortable than the adventuring life. They’re well-learned in a variety of fields and often know plenty about leadership, but field experience might come as something of a shock.
5 Sage
Ability Scores |
Constitution, Intelligence, Wisdom |
---|---|
Feat |
Magic Initiate (Wizard) |
Skill Proficiencies |
Arcana & History |
Tool Proficiency |
Calligrapher’s Supplies |
Equipment |
(A) Quarterstaff, Calligrapher’s Supplies, Book (history), Parchment (8 sheets), Robe, 8 GP or (B) 50 GP |
While nobles likely accomplished their learning in one or two centralized locations, sages have traveled from place to place to self-study in every site of learning that they can. Along the way, they’ve picked up a bit of magic, but they’re also well-versed in subjects like history and well-attuned to learning anything.
4 Sailor
Ability Scores |
Strength, Dexterity, Wisdom |
---|---|
Feat |
Tavern Brawler |
Skill Proficiencies |
Acrobatics & Perception |
Tool Proficiency |
Navigator’s Tools |
Equipment |
(A) Dagger, Navigator’s Tools, Rope, Traveler’s Clothes, 20 GP or (B) 50 GP |
Sailors know the way of the seas, and the call to adventure is probably as natural to them as the feel of a deck rocking beneath their feet. Being a sailor isn’t just about the time at sea, however, and they’ve also picked up the art of tavern brawling in the many ports that they’ve stopped in.
3 Scribe
Ability Scores |
Dexterity, Intelligence, Wisdom |
---|---|
Feat |
Skilled |
Skill Proficiencies |
Investigation & Perception |
Tool Proficiency |
Calligrapher’s Supplies |
Equipment |
(A) Calligrapher’s Supplies, Fine Clothes, Lamp, Oil (three flasks), Parchent (12 sheets), 23 GP or (B) 50 GP |
A DnD party member with a background as a scribe is more experienced in the art of the pen than the sword, whether simply copying down documents or writing some works of their own. A keen eye is a natural talent of a good scribe, and they’re likely to have picked up a good bit of learning along the way.
2 Soldier
Ability Scores |
Strength, Dexterity, Constitution |
---|---|
Feat |
Savage Attacker |
Skill Proficiencies |
Athletics & Intimidation |
Tool Proficiency |
Chosen Gaming Set |
Equipment |
(A) Spear, Shortbow, 20 Arrows, Gaming Set, Healer’s Kit, Quiver, Traveler’s Clothes, 14 GP or (B) 50 GP |
Like guards, soldiers are trained in the art of martial discipline, but they’re used to putting it into practice on the battlefield. They may not have the same long-standing vigilance, but they make up for it with the skills necessary to overcome brawls with even fearsome foes.
1 Wayfarer
Ability Scores |
Dexterity, Wisdom, Charisma |
---|---|
Feat |
Lucky |
Skill Proficiencies |
Insight & Stealth |
Tool Proficiency |
Thieves’ Tools |
Equipment |
(A) Two daggers, Thieves’ Tools, Gaming Set, Bedroll, Two Pouches, Traveler’s Clothes, 16 GP or (B) 50 GP |
Wayfarers in the 2024 Dungeons & DragonsPlayer’s Handbook are used to living on the streets, without a place to call home or many people to rely on. Like criminals, they’re good at overcoming the odds and adept at the ways of the underclass, but they’re less likely to embrace an outlaw lifestyle except when it’s truly necessary.
Dungeons and Dragons
Dungeons and Dragons is a popular tabletop game originally invented in 1974 by Ernest Gary Gygax and David Arneson. The fantasy role-playing game brings together players for a campaign with various components, including abilities, races, character classes, monsters, and treasures. The game has drastically expanded since the ’70s, with numerous updated box sets and expansions.
- Original Release Date
- 1974-00-00
- Publisher
- TSR Inc. , Wizards of the Coast
- Designer
- E. Gary Gygax , Dave Arneson