Backgrounds shape level 1 choices
In the 2024 Player's Handbook, a background supplies more than a backstory. It determines a level 1 Origin Feat, ability score choices, skills, a tool proficiency, and starting equipment.
That makes background a character-building choice as well as a story choice. The Player's Handbook list is a reliable baseline; the four approved expansion books add setting and campaign hooks that are worth using when the table supports them.
This guide compares the sixteen Player's Handbook backgrounds first, then routes you to the Arcana Unleashed, Eberron, Forgotten Realms, and Ravenloft options.
Arcana Unleashed adds ten backgrounds. Nine are tied to arcane factions, so their value depends on whether that faction connection has a place in the campaign. See the Arcana Unleashed overview for the book's campaign context before choosing one.

The 2024 Background System, Explained
Every background now gives you four things:
- An Origin Feat — a full feat at level 1, determined by your background
- Ability score bonuses among three fixed scores — every background lists three specific ability scores; increase one by 2 and another by 1, or increase all three by 1
- Two skill proficiencies — fixed per background
- One tool proficiency — fixed per background, plus starting equipment
The feat is the headline, but the ability scores aren't free-floating. A Barbarian taking Acolyte gets Intelligence, Wisdom, and Charisma to split a +2/+1 (or +1/+1/+1) across, not Strength or Constitution. Check a background's three listed scores against your class's primary stats before committing to it for the feat alone.
Start with the Origin Feat and the listed ability scores together. Neither is a free-floating choice.
How to Choose a Background: A Feat-First Framework
Identify the Origin Feat you want, find the background that grants it, and check whether its three ability scores, skills, tool, and story fit your character. Combat utility is not the only measure: Musician, Tough, and Tavern Brawler can be the right choice when they support the campaign or build.
Ask these questions in order:
- What Origin Feat do I want?
- Which background grants that feat?
- Do the skills complement my party composition?
- Can I fit the background into my character concept?
If you answer question 4 with "barely," that's fine. A Criminal wizard who used to work as a courier for a thieves' guild gets you Alert and a plausible backstory.
All 2024 PHB Backgrounds Ranked
Hot Take: Treating background as a last-minute flavor label is a mistake in the 2024 rules. The Origin Feat and ability-score list create a real tradeoff, so a strong character concept starts by making both of them work together.
| Background | Origin Feat | Ability Scores | Skills | Notes |
|---|---|---|---|---|
| Acolyte ● | Magic Initiate (Cleric) | Int/Wis/Cha | Insight, Religion | Best spellcasting background for martials |
| Artisan ● | Crafter | Str/Dex/Int | Investigation, Persuasion | Solid for crafting-heavy campaigns |
| Charlatan ● | Skilled | Dex/Con/Cha | Deception, Sleight of Hand | Three extra proficiencies is powerful |
| Criminal ● | Alert | Dex/Con/Int | Sleight of Hand, Stealth | Alert is a top-tier combat feat |
| Entertainer ● | Musician | Str/Dex/Cha | Acrobatics, Performance | Best when party support and performance matter more than immediate combat impact |
| Farmer ● | Tough | Str/Con/Wis | Animal Handling, Nature | A durable, straightforward fit for a survival-focused character |
| Guard ● | Alert | Str/Int/Wis | Athletics, Perception | Same feat as Criminal, better skills for some |
| Guide ● | Magic Initiate (Druid) | Dex/Con/Wis | Stealth, Survival | Druid spells at level 1 for any class |
| Hermit ● | Healer | Con/Wis/Cha | Medicine, Religion | Battle Medic and Healing Rerolls make it the best support pick |
| Merchant ● | Lucky | Con/Int/Cha | Animal Handling, Persuasion | Lucky is good but not top-tier |
| Noble ● | Skilled | Str/Int/Cha | History, Persuasion | Strong face character option |
| Sage ● | Magic Initiate (Wizard) | Con/Int/Wis | Arcana, History | Wizard spells for non-casters is a big deal |
| Sailor ● | Tavern Brawler | Str/Dex/Wis | Acrobatics, Perception | Best for an unarmed or grapple-focused build rather than a general default |
| Scribe ● | Skilled | Dex/Int/Wis | Investigation, Perception | Best skill-based background |
| Soldier ● | Savage Attacker | Str/Dex/Con | Athletics, Intimidation | Reroll damage dice is decent, not exceptional |
| Wayfarer ● | Lucky | Dex/Wis/Cha | Insight, Stealth | Lucky is fine, skills are better here than Merchant |
Arcana Unleashed Backgrounds: Choose by Campaign Fit, Then Feat
The Player's Handbook rankings above are a useful starting point for a broadly available character. Arcana Unleashed asks a second question: does the campaign have room for an arcane faction, its rivals, and the obligation or opportunity that comes with your training? Nine of these backgrounds are faction-linked, but they do not require membership. Familiar Trainer is the companion-focused exception.
| Background | Origin Feat | Choose it when... |
|---|---|---|
| Agent of the Ninth Quill | Arcane Infiltrator | You want an intrigue tie and a feat built around a social cantrip and evasive movement. |
| Bejeweled Conclave Spy | Arcane Eloquence | Your character solves problems through deception, intimidation, or persuasion. |
| Cosmic Dawn Experiment | Transmuted Anatomy | Extra movement and Constitution-save protection fit the altered character you want to play. |
| Covenant of the Grave Recruit | Arcane Undertaker | Medicine, necromantic study, and stabilizing allies belong in the character's role. |
| Crucible Storm Chaser | Arcane Overload | Your build already casts damaging Evocation spells and the campaign supports a disaster-chasing origin. |
| Familiar Trainer | Familiar Friend | A familiar is central to your character's play and the group is comfortable giving that companion table time. |
| Horizon Weaver Initiate | Portal Jumper | Short-range teleportation and damage resistance solve a real positioning problem in your build. |
| Phantasmic Circus Trouper | Arcane Artist | Illusion magic, performance, and helping an ally take the spotlight match the character. |
| Seer Apprentice | Arcane Omens | You want Guidance and a limited reaction that can help a failed saving throw. |
| Ward of the Sheltering Hands | Arcane Safeguard | You plan to use Help often and want a defensive, ally-focused origin. |
Do not treat these as automatic upgrades over the Player's Handbook list. A faction tie pays off when the DM can use it for a contact, rival, favor, or complication. In a short campaign with no space for that thread, choose the feat only if it still works for the character on its own. For faction choice and campaign use, see the Arcana Unleashed magical factions guide. For a feat-by-feat breakdown, see the Origin Feats guide.
Five strong PHB starting points
1. Criminal / Guard - Alert
Alert rewards a character who values initiative and awareness. It prevents Surprise, adds your Proficiency Bonus to initiative, and stops hidden creatures from gaining advantage on attack rolls against you solely for being unseen.
Criminal and Guard both grant Alert. The difference is skills: Criminal gives Sleight of Hand and Stealth, Guard gives Athletics and Perception. Guard is usually the better pick for fighters and paladins. Criminal is better for rogues who already have Stealth and want Sleight of Hand from somewhere else.
Best for: Fighter, Paladin, Ranger, Rogue, Monk
Hot Take: Alert is often a better default than another narrow combat trick, but not if Guard or Criminal forces ability scores the character cannot use. A background is only a bargain when the whole package works.
2. Acolyte - Magic Initiate (Cleric)
Magic Initiate (Cleric) gives you two Cleric cantrips and one 1st-level Cleric spell, castable once per Long Rest without a spell slot. For a Cleric, it means an extra prepared spell that doesn't count against your limit. For a martial, it means actual spellcasting from scratch.
Sacred Flame, Toll the Dead, and Healing Word are all available. A Fighter with Magic Initiate (Cleric) and Healing Word can keep the party alive without a dedicated healer. That's a meaningful contribution at every table.
Best for: Fighter, Paladin, Ranger, Cleric (for extra spells), Rogue
3. Sage - Magic Initiate (Wizard)
Magic Initiate (Wizard) can give a non-Wizard a different spell list and familiar access. That makes Sage attractive to a character that wants scouting, utility, or a small arcane package without taking a spellcasting class.
Sage also gives Arcana and History proficiencies, strong for investigation-heavy campaigns. This is the single best background for a non-Wizard who wants access to the Wizard spell list.
Best for: Fighter, Paladin, Monk, Ranger, any non-Wizard who wants Familiar
Hot Take: Magic Initiate can solve a real utility problem for a martial character, but it should not override an unusable ability-score package. Check the whole background before chasing a familiar or a healing spell.
4. Hermit - Healer
Healer grants Battle Medic: spend a use of a Healer's Kit to let a creature within 5 feet spend one of its own Hit Dice, adding your Proficiency Bonus to the healing. It also grants Healing Rerolls: whenever you roll a die to restore hit points, you can reroll a 1 on that die once.
Neither ability costs a spell slot, and both scale with a stat every party already invests in (Proficiency Bonus). The skills (Medicine, Religion) reinforce the support angle. This is the strongest no-spell-slot healing background in the game.
Best for: Any martial or half-caster who wants free out-of-combat and in-combat healing, Cleric, Druid, Paladin
5. Charlatan / Noble / Scribe - Skilled
Skilled gives three skill or tool proficiencies of your choice. It is a flexible way to cover party gaps or support a character concept with several practical jobs.
Charlatan (Deception, Sleight of Hand) is the strongest version for social-focused builds. Noble (History, Persuasion) and Scribe (Investigation, Perception) are better in investigation-heavy campaigns. Pick based on what your party needs.
Best for: Rogue, Bard, Wizard, any character that needs to cover party skill gaps
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Start BuildingPHB backgrounds that need a specific reason
Farmer - Tough
Tough gives you +2 maximum Hit Points per level. At level 1, that is 2 extra Hit Points; by level 10, it is 20.
Farmer is most persuasive when a character wants its Strength, Constitution, and Wisdom choices as well as the extra durability. It is less flexible than the backgrounds built around Alert, Magic Initiate, or Skilled.
Entertainer - Musician
Musician grants proficiency with three Musical Instruments and lets you hand out Heroic Inspiration, up to your Proficiency Bonus in creatures, whenever the party finishes a Short or Long Rest. It's party-wide value that scales with level, but it's front-loaded to the start of an adventuring day rather than usable in the moment a save actually matters.
Musician is more about support between encounters than an immediate combat swing. It makes the most sense for a performer, a party that values Heroic Inspiration, or a campaign where rests are a dependable part of the day.
Sailor - Tavern Brawler
Tavern Brawler works well for unarmed builds, grapple-focused characters, and certain Monk builds. The problem is those builds are niche and the background skills (Acrobatics, Perception) don't compensate for passing on Alert or Magic Initiate.
If you are building a dedicated grappler or unarmed combatant, Sailor is a good match. Other characters should compare it against the ability scores and feat packages they can use more often.
Best Background by Class
| Class | Recommended Background | Why |
|---|---|---|
| Barbarian | Guard | Alert lets you charge first; Athletics + Perception are both useful |
| Bard | Charlatan | Skilled gives three more proficiencies on top of the already-skilled Bard |
| Cleric | Acolyte | Extra Cleric spells that don't count against your prepared limit |
| Druid | Hermit | Healer's Battle Medic and Healing Rerolls reinforce a support-leaning Druid without spending a spell slot |
| Fighter | Sage | Find Familiar + Wizard cantrips turns Fighter into a legitimate caster-hybrid |
| Monk | Guard | Alert synergizes with Unarmored Defense and early initiative advantages |
| Paladin | Criminal | Alert keeps you relevant in ambushes; Stealth fills a common gap |
| Ranger | Guide | Magic Initiate (Druid) supplements your existing nature-caster identity |
| Rogue | Criminal | Alert + Stealth/Sleight of Hand is the Rogue's native skill set |
| Sorcerer | Sage | Extra Wizard spells from a different list expands a narrow repertoire |
| Warlock | Sage | Magic Initiate (Wizard) for Find Familiar stacks a second scouting/utility tool onto Warlock's action economy |
| Wizard | Acolyte | Cleric spells you can't otherwise access, including Healing Word |
Forgotten Realms: Heroes of Faerun Backgrounds
Heroes of Faerun adds eighteen 2025 backgrounds: ten regional, seven faction-based, and Spellfire Initiate. They are character origins and training prompts, not citizenship or membership requirements. A pirate from outside the Vilhon Reach can still use Chondathan Freebooter, and affiliation with a faction does not require its matching background.
| Background group | Options |
|---|---|
| Regional | Chondathan Freebooter, Dead Magic Dweller, Flaming Fist Mercenary, Genie Touched, Ice Fisher, Moonwell Pilgrim, Mulhorandi Tomb Raider, Mythalkeeper, Rashemi Wanderer, Shadowmasters Exile |
| Faction | Dragon Cultist, Emerald Enclave Caretaker, Harper, Knight of the Gauntlet, Lords' Alliance Vassal, Purple Dragon Squire, Zhentarim Mercenary |
| Spellfire | Spellfire Initiate |
Choose one because its origin story and granted feat serve the campaign, then check the detailed feat before committing. Spellfire Initiate is especially natural beside Spellfire Sorcery, but it can represent innate spellfire talent on any class.
For feat-by-feat mechanics and recommendations, see the D&D 2024 Origin Feats guide and the D&D 2024 feat guide hub.
For the connected subclass and setting choices, return to Forgotten Realms character options.
Eberron: Forge of the Artificer Backgrounds
Eberron: Forge of the Artificer (Eberron) adds seventeen backgrounds, and fourteen of them work differently from every other background in this guide: instead of an Origin Feat, they grant a Dragonmark feat tied to a specific Dragonmarked House. Taking one of these fourteen backgrounds is the only way to start with a Dragonmark feat at level 1 - everyone else has to pick one up later at a normal, unrestricted feat opportunity, and only after their table confirms it's running an Eberron campaign (the feats' shared prerequisite).
The remaining three - House Agent, Archaeologist, and Inquisitive - use the normal Origin Feat structure. House Agent ties a character to a Dragonmarked House without giving them a mark of their own.
For full feat mechanics (Intuition-style skill bonus, free prepared spell, Spells of the Mark table, and the matching Greater Mark upgrades), see the D&D 2024 Dragonmark Feats guide (Eberron).
The 14 Dragonmarked-Heir Backgrounds
Each of these grants the listed Dragonmark feat as its Origin Feat slot. Two houses, Phiarlan and Thuranni, both manifest the Mark of Shadow but split it into distinct backgrounds with different skills and flavor.
| Background | House | Dragonmark Feat | Ability Scores | Skills | Tool Proficiency | Equipment (Option A) |
|---|---|---|---|---|---|---|
| Aberrant Heir | None (House Tarkanan-adjacent) | Aberrant Dragonmark | Str/Con/Cha | History, Intimidation | Disguise Kit | Dagger, Disguise Kit, Costume, Traveler's Clothes, 16 GP |
| Cannith Heir | House Cannith | Mark of Making | Str/Dex/Int | Investigation, Sleight of Hand | Artisan's Tools (choose one) | Artisan's Tools, Crowbar, Fine Clothes, 2 Pouches, 17 GP |
| Deneith Heir | House Deneith | Mark of Sentinel | Str/Con/Wis | Insight, Perception | Gaming Set (choose one) | Spear, Shortbow, 20 Arrows, Gaming Set, Fine Clothes, Healer's Kit, Quiver, 1 GP |
| Ghallanda Heir | House Ghallanda | Mark of Hospitality | Dex/Wis/Cha | Insight, Persuasion | Cook's Utensils | Cook's Utensils, Fine Clothes, Iron Pot, Lamp, Oil (5 flasks), Perfume, 26 GP |
| Jorasco Heir | House Jorasco | Mark of Healing | Dex/Con/Wis | Medicine, Stealth | Herbalism Kit | Herbalism Kit, Fine Clothes, Healer's Kit, 25 GP |
| Kundarak Heir | House Kundarak | Mark of Warding | Str/Con/Int | Arcana, Investigation | Thieves' Tools | Thieves' Tools, Fine Clothes, 10 GP |
| Lyrandar Heir | House Lyrandar | Mark of Storm | Not legible in the source scan | - | - | - |
| Medani Heir | House Medani | Mark of Detection | Dex/Int/Wis | Insight, Investigation | Disguise Kit | Disguise Kit, Fine Clothes, 10 GP |
| Orien Heir | House Orien | Mark of Passage | Not legible in the source scan | - | - | - |
| Phiarlan Heir | House Phiarlan | Mark of Shadow | Dex/Wis/Cha | Deception, Stealth | Disguise Kit | Disguise Kit, Fine Clothes, 10 GP |
| Sivis Heir | House Sivis | Mark of Scribing | Not legible in the source scan | - | - | - |
| Tharashk Heir | House Tharashk | Mark of Finding | Con/Int/Wis | Perception, Survival | Gaming Set (choose one) | Gaming Set, Climber's Kit, Fine Clothes, Hunting Trap, Manacles, 2 GP |
| Thuranni Heir | House Thuranni | Mark of Shadow | Dex/Int/Cha | Performance, Stealth | Musical Instrument (choose one) | Musical Instrument, Costume, Fine Clothes, 13 GP |
| Vadalis Heir | House Vadalis | Mark of Handling | Con/Wis/Cha | Animal Handling, Nature | Herbalism Kit | Herbalism Kit, Fine Clothes, Net, 29 GP |
Option B for every background above is a flat 50 GP instead of the listed gear.
Source note: the scan of Eberron: Forge of the Artificer used for this guide lost the full stat block (Ability Scores, skills, tool, and equipment) for Lyrandar Heir, Orien Heir, and Sivis Heir to OCR damage on those pages. Their Dragonmark feat assignment is confirmed against the Dragonmark Feats guide and the book's own Ch.5/Ch.6 house-affiliation text, but check your physical or PDF copy of the book for their exact Ability Scores, Skill Proficiencies, Tool Proficiency, and Equipment before using one at the table.
Mechanical note: all fourteen Dragonmark feats share an "Eberron Campaign" prerequisite. If your table isn't running an Eberron campaign, these backgrounds' skills, ability scores, and equipment still work fine on their own - just confirm with your DM whether the Dragonmark feat itself is available, or whether you should swap in a comparable Origin Feat instead.
House Agent, Archaeologist, and Inquisitive
| Background | Origin Feat | Ability Scores | Skills | Tool Proficiency | Equipment (Option A) |
|---|---|---|---|---|---|
| House Agent | Not legible in the source scan | Not legible in the source scan | - | - | - |
| Archaeologist | Skilled | Dex/Int/Wis | History, Survival | Cartographer's Tools | Cartographer's Tools, Bullseye Lantern, Map, Map or Scroll Case, Shovel, Tent, Traveler's Clothes, 17 GP |
| Inquisitive | Alert | Con/Int/Cha | Insight, Investigation | Thieves' Tools | Thieves' Tools, Bullseye Lantern, Crowbar, Oil (10 flasks), Traveler's Clothes, 10 GP |
House Agent ties a character to a Dragonmarked House by employment or birth, without a manifested dragonmark of their own - the book confirms it grants a starting Renown Score of 3 with that house (a House Heir background starts at 5), using the Dungeon Master's Guide's renown rules to track standing. Its own Origin Feat and full stat block weren't legible in the source scan; treat it as a flavor and campaign-framework choice and confirm its exact crunch against the book before using it.
Archaeologist fits Morgrave University fieldwork and ruin-delving campaigns - Skilled's three bonus proficiencies pair well with History and Survival for a treasure-hunter build.
Inquisitive is built for detective and investigation play, often licensed by House Medani or House Tharashk in-fiction. Alert plus Insight and Investigation makes it a strong pick for any Rogue or Wizard leaning into a mystery-driven campaign, independent of the Eberron setting.
For the Dragonmark feats these backgrounds grant, see the Dragonmark Feats guide. For the Artificer class these backgrounds pair well with, see the Artificer class guide. For the house renown system these backgrounds feed into, see the Eberron Character Options guide.
Ravenloft: The Horror Within Backgrounds
Ravenloft: The Horror Within (Ravenloft) adds four backgrounds built around a new feat category: Dark Gift feats. Two of the four (Mist Wanderer, Spirit Medium) grant a Dark Gift feat outright instead of an Origin Feat. The other two (Haunted One, Investigator) let you choose between their named Origin Feat and a Dark Gift feat of your choice, letting you decide how deep your character's ties to the Dark Powers run. Every Dark Gift feat requires the Ravenloft Campaign prerequisite, the same gating pattern Eberron's Dragonmark feats use for their own campaign.
For full Dark Gift and Origin feat mechanics, see the D&D 2024 Dark Gift Feats guide (Ravenloft).
| Background | Feat | Ability Scores | Skills | Tool Proficiency | Equipment (Option A) |
|---|---|---|---|---|---|
| Haunted One | Survivor (Origin) or a Dark Gift feat of your choice | Con/Wis/Cha | Arcana, Survival | Gaming Set (choose one) | Gaming Set, Crowbar, Holy Water (1 flask), Mirror, Oil (2 flasks), Signal Whistle, Tinderbox, Traveler's Clothes, 5 Torches, Waterskin, 14 GP |
| Investigator | Sharp Eye (Origin) or a Dark Gift feat of your choice | Int/Wis/Cha | Insight, Investigation | Disguise Kit | Disguise Kit, Manacles, Shovel, Traveler's Clothes, 3 Vials, 16 GP |
| Mist Wanderer | A Dark Gift feat of your choice (Mist Walker recommended) | Dex/Con/Wis | Survival, Stealth | Artisan's Tools (choose one) | Artisan's Tools, Lamp, Oil (5 flasks), Pouch, Rope, Tinderbox, Traveler's Clothes, 30 GP |
| Spirit Medium | A Dark Gift feat of your choice (Gathered Whispers recommended) | Con/Int/Wis | Insight, Religion | Gaming Set (choose one) | Not legible in the source scan |
Option B for every background above is a flat 50 GP instead of the listed gear.
Source note: Spirit Medium's Equipment Option A was lost to OCR damage in the scanned copy of Ravenloft: The Horror Within used for this guide. Its Ability Scores, Skills, and Tool Proficiency are confirmed and shown above; check your physical or PDF copy of the book for its exact starting gear before using it at the table.
Haunted One fits a character carrying a specific past trauma into play - the kind of background where the campaign's horror is personal before it's supernatural. Survivor's reroll-on-low-Initiative and Charmed/Frightened save bonus reward a character who keeps walking toward danger despite what it already cost them.
Investigator is built for mystery-driven play, independent of Ravenloft specifically - Sharp Eye's Advantage on Search or Study checks pairs naturally with Insight and Investigation for any Rogue, Wizard, or Cleric leaning into a whodunit.
Mist Wanderer and Spirit Medium both point a new character at a Dark Gift from the start, which makes them the fastest route to that feat category's stronger options (Mist Walker's Reaction teleport, Gathered Whispers' free Message and Augury) without waiting for a normal feat opportunity.
For the classes these backgrounds pair well with, see the D&D 2024 Class Guides. For the wider Ravenloft setting these backgrounds draw from, see the Ravenloft hub.
Final Verdict
Background is an early character-building decision in the 2024 Player's Handbook. Use the listed feat and ability scores as a pair, then let skills, tools, and campaign connections break close calls.
For an Arcana Unleashed option, make sure its faction connection gives the campaign a useful hook. Eberron Dragonmark and Ravenloft Dark Gift backgrounds also need their campaign prerequisites checked with the DM before character creation.


