DnD 2024 backgrounds grant characters stat increases, a starting feat, a range of proficiencies, and a clear backstory. This is a major shake-up to the original Dungeons and Dragons 5e rules, and it makes backgrounds a crucial part of all future character builds. This guide explains each of the new DnD backgrounds, including how they can be mixed and match with different character options.
After DnD classes, backgrounds are now the second-most important choice for your character build. DnD races play a smaller but still influential role. If you’re looking to compare with the 2014 rules, our guide to backgrounds 5e can help.
The new Player’s Handbook includes 16 2024 DnD backgrounds:
What are DnD 2024 backgrounds?
Like in the 2014 rules, DnD 2024 backgrounds represent your character’s backstory. While a class might define what your character dedicates their life to, a background explains where they’re from and what their early life was like.
Are they a Noble who’s used to navigating complex social politics, or are they a Charlatan who earned their bread with cunning? Both characters may have similar skill sets, but they acquired them in very different ways.
Mechanically, each 2024 background lists three DnD stats. You can choose to apply a +1 ability score increase to all three, or you can choose two to receive a +2 and a +1 increase instead. Each background also provides the following:
- An origin DnD 2024 feat
- Proficiency in two DnD skills
- Proficiency with one set of DnD tools
As backgrounds can only buff certain ability scores, many are best suited to a limited range of classes:
2024 class | Best backgrounds |
Barbarian | Soldier, Farmer |
Bard | Charlatan, Entertainer, Wayfarer |
Cleric | Farmer, Guide, Hermit, Sage |
Druid | Farmer, Hermit, Sage |
Fighter | (Strength-based) Farmer, Soldier, (Dexterity-based) Charlatan, Criminal, Guide, Soldier |
Monk | Guide, Criminal, Farmer, Hermit, Sage, Sailor, Scribe, Soldier, Wayfarer |
Paladin | Charlatan, Entertainer, Farmer, Hermit, Merchant, Noble, Soldier |
Ranger | Charlatan, Guide, Criminal, Farmer, Hermit, Sage, Sailor, Scribe, Soldier, Wayfarer |
Rogue | Charlatan, Criminal, Guide, Soldier |
Sorcerer | Charlatan, Hermit, Merchant |
Warlock | Charlatan, Hermit, Merchant |
Wizard | Criminal, Merchant |
These recommendations are based on the main stats you’ll want to buff for your character build. You might instead want to choose your background based on the feat it gives you:
2024 background | Origin feat | Origin feat explained |
Acolyte | Magic Initiate (Cleric) | You learn two cantrips and a level-one spell from the Cleric spell list, the latter of which can be cast without a spell slot once per long rest. You can choose your spellcasting ability. |
Artisan | Crafter | Gain proficiency with three Artisan’s Tools, a 20% discount on all non-magical items, and the ability to craft certain gear during a long rest. |
Charlatan | Skilled | Gain proficiency with any three skills and/or tools. |
Criminal | Alert | You add your proficiency bonus to initiative rolls and can swap your initiative with a willing ally. |
Entertainer | Musician | Gain proficiency with three musical instruments, as well as the ability to give allies Heroic Inspiration on a short or long rest (number of allies affected equals your proficiency bonus). |
Farmer | Tough | Your HP maximum increases by an amount equal to twice your character level. After this, your HP maximum increases by two extra points each time you level up. |
Guard | Alert | You add your proficiency bonus to initiative rolls and can swap your initiative with a willing ally. |
Guide | Magic Initiate (Druid) | You learn two cantrips and a level-one spell from the Druid spell list, the latter of which can be cast without a spell slot once per long rest. You can choose your spellcasting ability. |
Hermit | Healer | You can use a Healer’s Kit to roll a target’s Hit Dice on their behalf and restore that much HP plus your proficiency bonus. Plus, you can reroll any 1 on a die rolled to restore HP. |
Merchant | Lucky | You have luck points equal to your proficiency bonus that can be spent to give a d20 roll advantage or disadvantage. You regain uses on a long rest. |
Noble | Skilled | Gain proficiency with any three skills and/or tools. |
Sage | Magic Initiate (Wizard) | You learn two cantrips and a level-one spell from the Wizard spell list, the latter of which can be cast without a spell slot once per long rest. You can choose your spellcasting ability. |
Sailor | Tavern Brawler | Your unarmed strikes deal bludgeoning damage equal to 1d4 plus your Strength modifier, and you have proficiency with improvised weapons. You can also reroll any 1 on an unarmed strike damage die, and you can push a creature as well as deal damage when you hit with an unarmed strike attack action on your turn. |
Scribe | Skilled | Gain proficiency with any three skills and/or tools. |
Soldier | Savage Attacker | Once per turn when you hit a target with a weapon, you can roll its damage twice and use either roll. |
Wayfarer | Lucky | You have luck points equal to your proficiency bonus that can be spent to give a d20 roll advantage or disadvantage. You regain uses on a long rest. |
Acolyte
Ability scores | Charisma, Intelligence, Wisdom |
Feat | Magic Initiate (Cleric) |
Skills | Insight and Religion |
Tools | Calligrapher’s supplies |
Clerics aren’t the only people who might dedicate their lives to a temple. Anyone with the DnD Acolyte background can make such holy claims.
Your dedication is rewarded with a handful of starting spells from the Cleric spell list, as well as a prayer book, holy symbol, parchment, robe, and calligrapher’s supplies for your starting equipment. That starter set also gets you eight GP, but you can forgo the whole collection and start with 50 GP instead, if you like.
Honestly, we’re not huge fans of the DnD stats spread here. An Arcane Trickster Rogue might want to buff both Charisma and Intelligence, but it leaves their crucial Dexterity stat out in the cold. Clerics will avoid this one to dodge a slightly redundant feat, and Charisma casters are probably more concerned with boosting their Constitution than Intelligence or Wisdom.
Still, this is a roleplaying game, so go for this background if the flavor fits.
Artisan
Ability scores | Strength, Dexterity, Intelligence |
Feat | Crafter |
Skills | Investigation and Persuasion |
Tools | One kind of Artisan’s Tools |
A DnD Artisan once worked as a craftsperson, so it makes sense that they’d gain the all-new Crafter feat. This gives you proficiency with three extra sets of Artisan’s Tools, a 20% discount on any non-magical item you buy, and the ability to craft certain bits of equipment during a DnD long rest.
Starting equipment includes the tool set you’re proficient in, 32 GP, traveler’s clothes, and two pouches for storage. Alternatively, you can start with 50 GP and do your own shopping.
Few martial DnD character builds need you to buff Strength and Dexterity, but this background does lean toward those who choose weapons over magic. Unless you’re an Eldritch Knight, that is – buffing Strength and Intelligence from the get-go isn’t too shabby.
Charlatan
Ability scores | Dexterity, Constitution, Charisma |
Feat | Skilled |
Skills | Deception and Sleight of Hand |
Tools | Forgery Kit |
The DnD Charlatan is the obvious pick for a Rogue character, but Bards, Paladins, Sorcerers, and Warlocks might consider it too (for the stats, not necessarily the sneaky lifestyle). As befitting your tricksy status, you’ll start out with a Forgery Kit, costume, fine clothes, and 15 GP – or 50 GP, of course.
This is one of those backgrounds that might not fit your character, depending on your DnD alignment. But don’t panic – there are other backgrounds with similar stats that make more sense for lawful good lovers. And if they don’t tickle your fancy, you could always be a reformed Charlatan.
Criminal
Ability scores | Dexterity, Constitution, Intelligence |
Feat | Alert |
Skills | Sleight of Hand and Stealth |
Tools | Thieves’ Tools |
They say crime doesn’t pay, but the DnD Criminal background proves them all wrong. Criminals get an incredibly useful set of tools, plus one of our favorite 5e feats (though Alert has been tweaked in the new rules).
On top of this, they get two daggers, thieves’ tools, a crowbar, two pouches, traveler’s clothes, and 16 GP. As long as they don’t take the base 50 GP, that is.
We’d recommend this background for Rogues, Fighters, and Wizards. You’ll get the most out of the stat boosts available, and even though the skills might not be super relevant for a Wizard, everyone likes to go first in combat.
Entertainer
Ability scores | Strength, Dexterity, Charisma |
Feat | Musician |
Skills | Acrobatics and Performance |
Tools | One kind of musical instrument |
Bards, Rogues, and the odd performative Paladin will make a beeline for the DnD Entertainer background. Those musical instrument proficiencies might not mean much if you don’t need one as a spellcasting focus, but your Musician feat means you can play a song and give someone Inspiration during a rest.
The starter kit also features two costumes, a mirror, perfume, traveler’s clothes, and 11 GP (or, as always, 50 GP).
Again, it feels a bit awkward to buff both Strength and Dexterity, so we expect most builds with this background to go for a +2/+1 combination. Martial DnD classes who moonlight as the party Face will have a lot to work with here.
Farmer
Ability scores | Strength, Constitution, Wisdom |
Feat | Tough |
Skills | Animal Handling and Nature |
Tools | Carpenter’s Tools |
The DnD Farmer is an entirely new background, and it comes with a solid feat that makes it suitable for a wide range of classes. Buffed Constitution and an increased maximum HP? Yes please.
Your starting equipment includes a Sickle, Carpenter’s Tools, Healer’s Kit, Iron Pot, Shovel, Traveler’s Clothes, and 30 GP. These are all very practical choices, but you can go for the 50 GP starter set if you aren’t keen.
Druids, Fighters, and even Clerics and Paladins have great cause to choose the humble Farmer background. Monks and DnD Rangers may also be drawn to the Wis-Con combo, even if their Dexterity is sorely neglected. This is also one of the very few background options that really suits the Barbarian class.
Guard
Ability scores | Strength, Intelligence, Wisdom |
Feat | Alert |
Skills | Athletics and Perception |
Tools | One kind of gaming set |
If you want to start out with the Alert feat but hate the idea of playing a Criminal, you can take the DnD Guard background instead. We’re not entirely sure who those stat increases are for (a Cleric who loves to frontline? A Wizard who lifts weights?), but they’re probably doing plenty of scouting, whoever they are.
As for starting equipment, you can pick the 50 GP option or, instead, start with a spear, light crossbow, 20 bolts, a gaming set you’re proficient in, hooded lantern, manacles, quiver, traveler’s clothes, and 12 GP.
If you couldn’t tell from the weightlifting Wizard gags, this is one of our least favorite backgrounds. Its features seem so at odds with each other. What does a gaming set and an initiative bonus have in common with those stat boosts? Not much, in our eyes.
Guide
Ability scores | Dexterity, Constitution, Wisdom |
Feat | Magic Initiate (Druid) |
Skills | Stealth and Survival |
Tools | Cartographer’s Tools |
The new DnD Guide background feels ready-made for Monks, Rangers, and Fighters, and it might tempt the odd Cleric and Druid too. With stat boosts that benefit both spellcasting and martial classes, super useful proficiencies, plus that crucial Constitution buff, this looks like one of the most versatile background options in the new Player’s Handbook.
Your starting equipment here is either 50 GP or a shortbow, 20 arrows, Cartographer’s Tools, a bedroll, a quiver, a tent, traveler’s clothes, and three GP. You don’t have much cash to spend in the city, but you’re well prepared for long trips in the wilderness.

Hermit
Ability scores | Constitution, Wisdom, Charisma |
Feat | Healer |
Skills | Medicine and Religion |
Tools | Herbalism Kit |
The DnD Hermit is designed for classes that want to specialize in healing. That’s usually the Cleric or Druid, though Paladins and Rangers regularly get in on the action too. Thankfully, the Hermit has stat boosts to back all these classes up.
To help you achieve maximum healing, the Healer feat has had a major overhaul. Now it lets you use a Healer’s Kit to heal someone as an action, meaning they can spend a Hit Point Dice and get a number of HP back that’s boosted by your proficiency bonus.
It was apparently asking too much to give the Hermit a Healer’s Kit straight out of the gate, though. Instead, you can start with 50 GP or a quarterstaff, a Herbalism Kit, a philosophy book, lamp, oil, traveler’s clothes, and 16 GP. On the bright side, the Herbalism Kit can be used to craft a Healer’s Kit.
Merchant
Ability scores | Constitution, Intelligence, Charisma |
Feat | Lucky |
Skills | Animal Handling and Persuasion |
Tools | Navigator’s Tools |
Want a free Lucky feat that now scales with your proficiency bonus? Pick the DnD Merchant background. Between the handy Persuasion skill and the spread of stat boosts, Charisma casters are eating well with this background. Wizards can get in on the action too, though they’ll have less to do with the extra skill proficiencies.
If you don’t pick the base 50 GP, your Merchant can start a DnD campaign with Navigator’s Tools, two pouches, traveler’s clothes, and 22 GP. There’s not too much equipment to work with, but in true Merchant fashion, you can use money to solve your problems instead.
Noble
Ability scores | Strength, Intelligence, Charisma |
Feat | Skilled |
Skills | History and Persuasion |
Tools | One kind of Gaming Set |
The DnD Noble gets extra proficiencies thanks to their Skilled feat, making it an ideal background for Skill Monkeys like the Bard and the Rogue. Wizards who want to be serious know-it-alls should also apply for this background, as well as Fighters and Paladins who want to show off their excellent standing in society.
Instead of the basic 50 GP, you can start with a gaming set you’re proficient in, fine clothes, perfume, and 29 GP. All useful in a campaign that’s heavy on social intrigue and politics, but not as helpful for a dungeon crawl or wilderness trek.
Sage
Ability scores | Constitution, Intelligence, Wisdom |
Feat | Magic Initiate (Wizard) |
Skills | Arcana and History |
Tools | Calligrapher’s Supplies |
Characters who’ve spent extensive time in libraries should go for the DnD Sage background. That’s usually the domain of studious Wizards, but Wisdom-based casters are also a prime choice here – especially as they can benefit from that Magic Initiate feat giving them access to the Wizard spell list.
The skills you gain proficiency in are situational at best, and they’re likely to be ignored by any Cleric or Druid who dumped the Sage’s Intelligence boost. However, free spells from the expansive Wizard spell list is definitely worth the trade-off.
Unless you take the base 50 GP, your Sage will start with a quarterstaff, Calligrapher’s Supplies, a history book, parchment, a robe, and eight GP.
Sailor
Ability scores | Strength, Dexterity, Wisdom |
Feat | Tavern Brawler |
Skills | Acrobatics and Perception |
Tools | Navigator’s Tools |
We were a little nervous when we saw that the DnD Sailor background came with one of the worst feats from fifth edition. But Wizards of the Coast has made some tweaks, and Tavern Brawler is looking a little more appealing. Instead of a stat boost and the option to grapple, this feat now buffs your Unarmed Strike damage, lets you reroll 1 for said Unarmed Strikes, and can push enemies you damage five feet away.
The focus on unarmed attacks and Wisdom make this perfect for future Monk characters, or perhaps Barbarians who are keen to fight with their fists. There’s enough here for Dex-based martials to work with, too. Although if you’re planning a ranged build, we’re not sure such a melee-focused feat will prove useful.
As for starting equipment, you can choose your own with the blanket 50 GP. Alternatively, you can begin play with a Dagger, Navigator’s Tools, Rope, Traveler’s Clothes, and 20 GP. Seems the pay for Sailors isn’t too shabby.
Scribe
Ability scores | Dexterity, Intelligence, Wisdom |
Feat | Skilled |
Skills | Investigation and Perception |
Tools | Calligrapher’s Supplies |
The DnD Scribe is hugely flexible thanks to its Skilled feat and spread of stats. Whatever class you choose, your character is wise, capable, and quick. We’re cooking up some Monk, Wizard, Ranger, and Fighter builds as we speak. There’s no Constitution bonus to keep you beefed up, but if you plan your ability scores carefully, you can work around this.
Perception is perhaps our most-used skill in all of D&D, so we’d recommend it for any class. Investigation is slightly more situational, but it’s still worth having for free. As for starting equipment, you can begin with Calligrapher’s Supplies, Fine Clothes, a lamp, oil, parchment, and 23 GP. Or you can go for the classic 50 GP option.
Soldier
Ability scores | Strength, Dexterity, Constitution |
Feat | Savage Attacker |
Skills | Athletics and Intimidation |
Tools | One kind of Gaming Set |
The DnD Soldier background is designed to be the ultimate martial option. Sure, most Fighters and Barbarians don’t need high Dexterity and Strength, but Athletics and Intimidation are classic skill options for these kinds of characters. Plus, the Savage Attacker feat is no longer limited to melee weapons – ranged fighters can now join in on the fun.
Unless you pick the 50 GP option, your Soldier will start out with a spear, a shortbow, 20 arrows, a gaming set you’re proficient in, a Healer’s Kit, a quiver, traveling clothes, and 14 GP. That’s some pretty sweet gear.
Wayfarer
Ability scores | Dexterity, Wisdom, Charisma |
Feat | Lucky |
Skills | Insight and Stealth |
Tools | Thieves’ Tools |
Finally, there’s the DnD Wayfarer. This is for everyone who wants to start with the Lucky feat but doesn’t want to play a Merchant. Wayfarers live on the fringes of society instead, often wishing for money rather than making much of it – think of them as siblings to the 5e Urchin. The stats and skills available here make this a great choice for Rangers, Rogues, Monks, and Bards.
If you’re not tempted by the starting 50 GP, you can begin your game with two daggers, Thieves’ Tools, any Gaming Set, a bedroll, two pouches, traveler’s clothes, and 15 GP.
Need a reminder when all these backgrounds will be published? Check out our One DnD guide. Be sure to check out our full DnD 2024 Player’s Handbook review, too.