I can't see there being a prologue, and a Mind Flayer ship tutorial, and a beach section and more tutorials. That would make the early game drag on.
I can't see Backgrounds being more than just bonus skill specializtions, because they will never match the player's ideas.
Heaven forfend our RPG takes its time building character mood and setting...
That is why I'd suggest a separate Tutorial that is self contained and launched from a separate menu, and which can be skipped if desired.
Of course it drags if you try to extend the tutorial into the Mind Flayer ship and then onto the beach as well, that approach is inefficient. It stalls the story launch, screws the pacing, and gives only a piecemeal tutorial at best, since you can't cover everything when the tutorial is set... on a crashing Nautiloid.
Some thing you could do in a more standard Tutorial that would be helpful...
Movement and Cam control
Action tutorial to highlight stuff like jump, hide, dash, throw, etc with prompts and situations for each.
Extended Combat tutorials, both solo and grouped, first with an emphasis on basic attacks/actions advantage, shoving pinning dipping etc, but leading into more nuanced support stuff.
Extended Non-Combat or Pre-Combat tutorials, for buffs, healing or stuff like stealing, or convo related like guidance or friends.
Spellcasting more generally, with spell prep explaining what cantrips are or how they're different from spells, also consumables.
Hotbar tutorial (and hopefully a spellbook tutorial, if it ever gets its own UI element.)
Resting tutorial, to explain short rest vs long rest
Help and restoration tutorial
Map, Journal and quest tracking tutorial
Lvl up temporary companions tutorial (so players can get a sense of how that works with some throw away tutorial NPC companions)
Equipment/Inventory tutorial.