A Guide to D&D Backgrounds: The Story Before the Story
Your character is more than a set of stats. Learn how to choose a D&D background and use Ideals, Bonds, and Flaws to create a hero with a rich story.
You've chosen your character's race and class. You know they're a "Dwarf Fighter" or an "Elf Wizard." But who *are* they? What was their life like before they decided to risk it all for adventure? The answer lies in your character's **Background**.
A background is a template for your character's backstory. It's the crucial bridge between your hero's mechanics and their personality. It’s what transforms them from a collection of stats on a page into a living, breathing person with a history, a motivation, and a place in the world.
More Than a Job Title
Choosing a background gives you several concrete benefits:
- Skill Proficiencies: You gain proficiency in two skills. A **Soldier** is proficient in Athletics and Intimidation, while an **Entertainer** is proficient in Acrobatics and Performance.
- Tool or Language Proficiencies: You gain proficiency with a set of tools (like a Forgery Kit for a **Criminal** or a musical instrument for an **Entertainer**) and/or additional languages.
- Starting Equipment: You get a small amount of extra gear related to your past life.
- A Special Feature: Each background provides a unique narrative benefit. For example, a **Sailor** can always find free passage on a ship, and an **Acolyte** can receive shelter and aid from their temple.
The Heart of Your Character: Ideals, Bonds, and Flaws
The most important part of your background is the set of personality hooks it provides. These are the roleplaying cornerstones that will guide your decisions and make your character feel real.
Ideals
An ideal is the core belief that drives your character. It's their moral compass. Your background provides suggestions, but you can always create your own. An ideal for a **Folk Hero** might be "Respect. People deserve to be treated with dignity and respect." or "Destiny. Nothing and no one can steer me away from my higher calling."
Bonds
A bond is a connection to a person, place, or event in the world. It’s a specific, actionable story hook for your Dungeon Master. A bond for a **Criminal** could be, "I'm trying to pay off an old debt I owe to a ruthless guild master," giving the DM a ready-made NPC to introduce. A bond for a **Sage** might be, "I'm searching for a particular rare book."
Flaws
A flaw is a weakness, a vice, or a fear that makes your character imperfect and, therefore, more interesting. Perfect characters are boring! A flaw for a **Noble** might be, "I have a weakness for the finer things in life and can be easily tempted by them," while a **Soldier** might be haunted by a past mistake, "I have flashbacks from the war that cause me to freeze up at critical moments."
Putting It All Together
Your background isn't just a choice you make at level 1; it's a roleplaying guide for your entire campaign. When you're not sure how your character would react to a situation, look at their ideals, bonds, and flaws. These traits are the secret to creating a hero that is consistent, compelling, and truly unforgettable.
Now that you understand the key pieces, it's time to put it all together. Our next guide will walk you through the full character creation process, step by step.
Chapter 6: Creating Your First Character