Summary
- D&Din 2024 Player’s Handbook Emphasizes character backgrounds more, with 16 options available for a variety of DND characters.
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Ability score increases are now tied to character backgrounds, reflecting experiences prior to adventuring.
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These backgrounds are also great for inspiring roleplay opportunities, whether drawing on the wilderness skills of a leader or the studies of a sage.
Character backgrounds have long been a fun part of creating a character in Dungeons & DragonsBut the 2024 Player’s Handbook Makes them more mechanically important than before. Although ability score increases used to be associated with races (called species in the 2024 book), they are now tied with character backgrounds, emphasizing a character’s experience before joining an adventuring party.
total, The 2024 Player’s Handbook Features 16 different backgroundsA step up from the 13 provided in 2014. It should ultimately be a decent fit for almost any DND character, but anyone who can’t connect their character with any of these options can always work with their DM to reflavor something.
Related
16
Acolyte
Ability scores |
Intelligence, wisdom, charisma |
---|---|
Fit |
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 templeWith an understanding of religion, magical rites, and a rudimentary grasp of channeling divine power. Taking an acolyte background is perfect for someone who wants to dip a bit into the cleric experience and flavor without multiclassing.
15
Artisan
Ability scores |
Strength, dexterity, intelligence |
---|---|
Fit |
Crafter |
Skill Proficiencies |
Investigation & Persuasion |
Tool proficiency |
Chosen set of artisan tools |
Equipment |
(a) Artisan’s tools, two pouches, traveler’s clothes, 32 gp or (b) 50 gp |
The craftsman’s background confirms that a character previously worked as an apprentice in the trade.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 |
---|---|
Fit |
Skilled |
Skill Proficiencies |
Deception and 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 exactly what to show and tell people to manipulate them to serve the charlatan’s needs. Whether they performed unbelievable card tricks in a circus or duped the ignorant on the streets of a city, Their skills should translate well to a party willing to cheat.
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13
Criminal
Ability scores |
Dexterity, Constitution, Intelligence |
---|---|
Fit |
alert |
Skill Proficiencies |
Slate 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 lived a shady life, and one that could not have been as comfortable as a charlatan telling comfort lies. Criminals are likely to be crafty cutpurses with a good nose for danger And the wit to stay out of serious trouble despite constantly playing with fire.
12
Entertainer
Ability scores |
Strength, dexterity, charisma |
---|---|
Fit |
Musician |
Skill Proficiencies |
Acrobatics and performance |
Tool proficiency |
Chosen musical instrument |
Equipment |
(a) musical instrument, two costumes, mirror, perfume, traveler’s clothes, 11 gp or (b) 50 gp |
An entertaining background is a natural choice for a bard, but it can make sense for anyone DND Character with a flair for performance. Whether known for the musical instrument they gain proficiency in or any other kind of memorable skill, Every show by an entertainer is a good opportunity to win hearts And win over friends and allies.
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11
Farmer
Ability scores |
Strength, constitution, wisdom |
---|---|
Fit |
Tough |
Skill Proficiencies |
Animal handling & behavior |
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 may not be as glamorous as some other options in DNDin 2024 Player’s HandbookBut it is no less beneficial. A farmer has a firm audacityA connection with land and animals, and the wisdom to know when they are outmatched by nature.
10
Guard
Ability scores |
Strength, intelligence, wisdom |
---|---|
Fit |
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 |
Almost every adventuring party will end up with their fair share of guards, but there’s no reason why they shouldn’t have the 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 send any reasonable threats.
9
Guide
Ability scores |
Treatment, constitution, wisdom |
---|---|
Fit |
Magic Initiate (Druid) |
Skill Proficiencies |
Stealth & Survival |
Tool proficiency |
Cartographer’s tools |
Equipment |
(a) shortbow, 20 arrows, cartographer’s tools, beroll, quiver, tent, traveler’s clothing, 3 gp or (b) 50 gp |
A guide lost his life in the desertSo they can be of significant help to a party that plans to trek through dangerous forests and unknown territories. They get some of the same magic that druids possess thanks to their deep connection with the strange wild, and survival skills like charting paths and foraging should come easily to them.
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8
Hermit
Ability scores |
Constitution, Wisdom, Charisma |
---|---|
Fit |
Healer |
Skill Proficiencies |
Medicine & Religion |
Tool proficiency |
Herbalism kit |
Equipment |
(a) quarterstaff, herbalism kit, beroll, book (philosophy), lamp, oil (three flasks), traveler’s clothes, 16 gp or (b) 50 gp |
as guides, Hermits are used to living outside the boundaries of civilized societyBut they have been focused on solitude rather than helping travelers through the unknown. Immersed in their thoughts, hermits gain wisdom and knowledge, with a knack for healing that won’t match a dedicated support class, but can certainly do in a pinch.
7
Merchant
Ability scores |
Constitution, Intelligence, Charisma |
---|---|
Fit |
lucky |
Skill Proficiencies |
Animal Handling & Persuasion |
Tool proficiency |
Navigator’s tools |
Equipment |
(a) Navigator’s tools, 2 pouches, traveler’s clothing, 22 gp or (b) 50 gp |
Merchants had experience as apprentices, as artisans, but they worked under those who were experienced in selling goods 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 may struggle in the desert compared to a guide.
6
Noble
Ability scores |
Strength, Intelligence, Charisma |
---|---|
Fit |
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 used to the finer thingsGrew up in privileged positions that are likely much more comfortable than the adventuring life. They are well-educated in a variety of fields and often know a lot about leadership, but field experience can come as something of a shock.
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5
Saga
Ability scores |
Constitution, intelligence, wisdom |
---|---|
Fit |
Magic Initiate (Wizard) |
Skill Proficiencies |
Arcana & History |
Tool proficiency |
Calligrapher’s Supplies |
Equipment |
(a) quarterstaff, calligrapher’s supplies, book (story), parchment (8 sheets), robe, 8 gp or (b) 50 gp |
While nobles likely achieved their learning in one or two centralized locations, Sages traveled from place to place to learn in every place of learning they could. Along the way, they have picked up a bit of magic, but they are also well-known in subjects such as history and well-attached to learn something.
4
Sailor
Ability scores |
Strength, dexterity, wisdom |
---|---|
Fit |
Tavern Brawler |
Skill Proficiencies |
Acrobatics and 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 seasAnd the call to adventure is probably as natural to them as the feeling of a deck rocking under their feet. Being a sailor wasn’t just about the time at sea, but they also picked up the art of tavern brawling in the many ports they stopped at.
3
Writer
Ability scores |
Dexterity, intelligence, wisdom |
---|---|
Fit |
Skilled |
Skill Proficiencies |
Investigation & Perception |
Tool proficiency |
Calligrapher’s Supplies |
Equipment |
(a) Calligrapher’s supplies, fine clothes, lamp, oil (three flasks), parchment (12 sheets), 23 gp or (b) 50 gp |
A DND Party member with a background as a writer is more experienced in the art of the pen than the sword, whether just copying documents or writing some works of their own. A good eye is a natural talent of a good writerAnd they are likely to have picked up a good bit of learning along the way.
Related
2
soldier
Ability scores |
Strength, Dexterity, Constitution |
---|---|
Fit |
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 |
as guards, Soldiers are trained in the art of martial disciplineBut they are used to placing the faction on the battlefield. They may not have the same long-standing vigilance, but they make up for it with the skills necessary to get through fights with even fearsome enemies.
1
Wayfarer
Ability scores |
Treatment, wisdom, charisma |
---|---|
Fit |
lucky |
Skill Proficiencies |
Insight & Stealth |
Tool proficiency |
Thieves tools |
Equipment |
(a) two daggers, thieves’ tools, gaming set, beroll, two pouches, traveler’s clothes, 16 gp or (b) 50 gp |
wafers in 2024 Dungeons & Dragons Player’s Handbook Are used to living on the streets, without a place to call home or many people to rely on. as a criminal, They are good at overcoming the odds and adept in the ways of the underclassBut they are less likely to embrace a gangster lifestyle except when it is truly necessary.