Thin and scrawny, a stray Aracockra flies through the night sky, a letter tied to its leg and a lantern in its beak, lighting the way before it. It spots a village down below and, recognising it as his destination, he descends.
A female white dragonborn strides across a flat, desolate field of ice. Her satchel, which is strung to her back, digs into her scales uncomfortably, but she presses on. She has an important message to deliver, and a sore back won’t stop her.
A lone wolf howls in the forest, sending shivers up the spine of an alert wild elf. She pulls back on the string of her bow, an arrow knocked. Nothing was going to sneak up on her.
Messengers, whatever their task may be – mapping some caves on the coast, serving as guards to a group of weary travellers or just delivering messages – show extreme dedication to their professions.
Experienced Travellers. Messengers are known for traversing the wilderness, taking information from one place to another. While on these travels, they often experience much danger and encounter many exotic lands. Messengers are trained from a young age to run swiftly and silently, so that they might get to their destination without harm. Nonetheless, harm does inevitably come at some point, and so it is as crucial for a Messenger to be skilled in blade and bow as they are with memorising and running.
Lone Adventurers. Messengers may start their journey in the midst of civilisation, but they often spend most of their time in the wild. They are trained in the art of stargazing so they might navigate by starlight, as well as in basic combat for self defence against the stray creature that threatens them. They can forage for food and have a considerable memory for lore that they have learnt from their masters.
Creating a Messenger. As you create your messenger character, consider how you were into the messenger profession. Was one of your parents a messenger and they raised you to be one as well? Were you given as an apprentice to a messenger when you were young by bullying parents? Or was your village razed when you were young, but a messenger took you under their wing and taught you their ways?
Why did you join up with a band of adventurers? Do you find it challenging, after a life full of seclusion, to be traveling with others and fighting monsters? Or do you welcome the help they give you?
Quick Build. You can make your messenger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by either Intelligence or Wisdom (some messengers that focus on staying alive might make Constitution higher than Intelligence or Wisdom). Second, choose the hermit background.
Class Features. As a messenger, you gain the following class features.
Hit Points
Hit Dice: 1d8 per messenger level
Hit Points at 1 level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per messenger level after 1
Proficiencies
Armour: Light armour and Shields
Weapons: Simple weapons, lances, pikes, longswords, shortswords and tridents
Tools: Cartographer’s, Calligrapher’s and Navigator’s Tools.
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Animal Handling, History, Insight, Medicine, Nature, Perception, Performance, or Survival.
Proficiency
Spells
--Spell Slots per Spell Level--
Level
Bonus
Features
Known
1
2
3
4
5
1
+2
Natural Wanderer, Swift Feet
--
--
--
--
--
--
2
+2
Messenger Guild, Spellcasting
2
2
--
--
--
--
3
+2
In the Know, Trained Eye
3
3
--
--
--
--
4
+2
Ability Score Improvement
3
3
--
--
--
--
5
+3
Speedy Flourish
4
4
2
--
--
--
6
+3
Swift Feet and Natural Wanderer Improvements
4
4
2
--
--
--
7
+3
Messenger Guild Feature
5
4
3
--
--
--
8
+3
Ability Score Improvement
5
4
3
--
--
--
9
+4
--
6
4
3
2
--
--
10
+4
Fleeting Movement, Vehicle Veteran
6
4
3
2
--
--
11
+4
Messenger Guild Feature
7
4
3
3
--
--
12
+4
Ability Score Improvement
7
4
3
3
--
--
13
+5
--
8
4
3
3
1
--
14
+5
Vanishing
8
4
3
3
1
--
15
+5
Messenger Guild Feature
9
4
3
3
2
--
16
+5
Ability Score Improvement
9
4
3
3
2
--
17
+6
Messenger Guild Feature
10
4
3
3
3
1
18
+6
--
10
4
3
3
3
1
19
+6
Ability Score Improvement
11
4
3
3
3
2
20
+6
Unfaltering Stride
11
4
3
3
3
2
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) leather armour or (b) a Shield
(a) a Shortbow and 20 arrows, (b) two shortswords or (c) two simple melee weapons.
(a) an explorer’s pack or (b) a scholar’s pack
Cartographer’s, Calligrapher’s, and Navigator’s Tools.
Natural Wanderer. At 1 level, You are particularly familiar with one type of natural environment and are adept at travelling and surviving in such regions. Choose one type of favoured terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the
Underdark. When you make an Intelligence or Wisdom check related to your favoured terrain, your proficiency bonus is doubled if you are using a skill you are proficient in.
While travelling for an hour or more in your favoured terrain, you gain the following benefits:
Difficult Terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while travelling (such as foraging, navigating or tracking), you remain alert to danger.
If you are travelling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While travelling, if you can see either the sun or the stars, you know exactly where the location of the nearest village is from your study of maps.
You gain one additional favoured terrain type at 6 level.
Swift Feet. Beginning at 1 level, you are an expert at moving quickly when needed. Your speed increases by 10 feet while you are not wearing armour or wielding a shield. On subsequent levels after 1 level, your unarmoured movement speed increases by your dexterity modifier, to a maximum of 70 feet.
At 6 level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Messenger Guilds. When you reach 2 level, you are permanently conducted into one of the Messenger Guilds: Cartography, Protection, or the Sending guild, all detailed later in the class’ description. Your guild grants you features at 2 level and again at 7, 11, 15 and 17 level.
Spellcasting. At 2 level, as customary for a student of the Messenger Way, you are taught a number of small spells in order to aid you in your adventures. See chapter 10 of the PHB for the general rules of spellcasting, and the end of this class description for the messenger spell list.
Spell Slots. The Messenger table shows how many spell slots you have to cast your messenger spells of 1 level and higher. To cast one of these spells, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1 level spell Longstrider and have a 1-level and a 2-level spell slot available, you can cast Longstrider using either slot.
Spells Known of 1 Level and Higher. You know two 1-level spells of your choice from the messenger spell list.
The Spells Known column of the Messenger table shows when you learn more messenger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5 level in this class, you can learn one new spell of 1 or second level.
Additionally, when you gain a level in this class, you can choose one of the messenger spells you know and replace it with another spell from the messenger spell list, which also must be for a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your messenger spells, since your magic draws from your memorised teachings of the arcane. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a messenger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus. You can use your Navigator’s Tools as a spellcasting focus for your messenger spells.
In the Know. Starting at 3 level, you have gained enough knowledge of the art of being a messenger that people are willing to pay you. You receive a payment of 8gp per week from your superiors in the guild.
Trained Eye. Beginning at 3 level, you can use your action and expend one messenger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 5 miles if you are in your favoured terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Ability Score Improvement. When you reach 4 level, and again at 8, 12, 16 and 19 level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability above 20 using this feature.
Speedy Flourish. At 5 level, your sheer dexterity means you can deal extra attacks on your turn. When you use a melee weapon with the finesse property on your turn, you can make two attacks instead of one.
Fleeting Movement. At 10 level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed down by them and without taking damage from them if they have horns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
Vehicle Veteran. At 10 level, you’ve travelled enough to learn how to drive vehicles and steer riding animals. You gain proficiency in Land and Water vehicles if you aren’t already proficient in them.
In addition, you gain advantage on Wisdom (Animal Handling) checks made on a riding animal, such as a riding horse or a donkey.
Vanishing. Starting at 14 level, you can use the Hide and Dash actions as bonus actions on your turn.
Unfaltering Stride. At 20 level, your stride cannot be broken. You ignore difficult terrain created by magical or nonmagical means, and you cannot be slowed by magical means.
Cartography Guild
The messengers of the Cartography Guild map out the lands, locating sites of importance in hostile landscapes. More than any other messenger guild, the members of the Cartography Guild can locate themselves in any environment and find their way back to civilisation.
Bonus Cantrip. When you take this guild at 2 level, you gain the ability to cast the light cantrip.
Mapper of the Wilderness. At 2 level, you gain the ability to create detailed maps. At the end of a long rest, and you are within 5 feet of a piece of paper and your calligrapher’s and cartographer’s kits, you can create a map of the terrain for a 1 km radius about you, which you can imbue with one of the following properties detailed at the end of this feature. The properties imbued into the map are lost when you take another long rest, although you can spend your long rest imbuing the map with the same or another effect. Only one effect can be placed on the map at a time.
Friend Seeker. You create little ink dots on your map that display you and your companion’s locations. As long as your companions aren’t magically obscured and are within the map’s range, their exact locations show up on the map.
Monster Detector. You can set up your map to detect when one of the following types of creature enters the map’s range: aberrations, celestials, dragons, elementals, fey, fiends, or undead. The map will sound an alarm in your mind when it detects such a being. The map does not pick up creatures of this type already in the vicinity.
Updating Location. The map changes to mimic the terrain within the map’s rage. For example, if you walk out of a swamp and onto a grassy plain, the map will show you the grassy plain rather than the swamp you just left.
Eye in the Sky. When you reach 7 level, you can cast the arcane eye spell at will, without requiring verbal, somatic or material components. Once you use this feature, you can’t do so again until you finish a short or long rest.
Cartographer’s Tracks. At 11 level, you gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to follow tracks made by animals, monsters, or people.
Natural Wanderer Improvement. At 15 level, you gain one additional type of favoured terrain from the Natural Wanderer feature.
Lay of the Land. At 17 level, your knowledge of the lands in your vicinity is unparalleled. You know the location of and distance to any settlements, temples or dungeons within a 6 km radius and the fastest way to get to them.
Protection Guild
The messengers of the Protection Guild are like bodyguards for hire. They escort wealthy nobles and adventuring parties through dangerous lands for a small fee and the pleasure of adventure.
Bonus Cantrip. When you take this guild at 2 level, you gain the ability to cast the True Strike cantrip.
Superior Swordsmanship. At 2 level, your proficiency bonus is doubled on any weapon attacks you make.
Deadly Blow. At 7 level, your attacks score a critical hit on a roll of 19 – 20.
Misleading Strike. At 11 level, you have learnt the ability to mislead your target. As a bonus action on your turn, you can cause your attack to have advantage.
An Infamous Name. At 15 level, your name is known throughout the lands. You gain advantage on Charisma (Intimidation and Persuasion) checks and at the start of combat, you can use your bonus action to force your enemies to make a Charisma saving throw. On a failed save, they become frightened of you for 1 minute.
Blood of a Fighter. At 17 level, your AC increases by 2 + your constitution modifier.
Sending Guild
Messengers of the Sending Guild are what most people think of when they hear the name “Messenger”. Their primary goal is to ferry information from one point to another as fast as possible. Their committal to their task means that they tend towards the lawful alignment.
Bonus Cantrip. Starting when you take this guild at 2 level, you gain the ability to cast the Message cantrip.
Unnatural Memory. At 2 level, your memory is almost perfect. You gain a +4 bonus on Intelligence (History) checks.
Stealth of the Messenger. At 7 level, you gain the ability to travel unnoticed. You gain advantage on Dexterity (Stealth) checks.
In addition, while in your favoured terrain granted to you by the Natural Wanderer feature, you can take the Hide action as a bonus action.
Soul of the Wild. At 11 level, you gain the ability to use the tracks of animals to your advantage. While in an area that contains herds of animals, you ignore nonmagical difficult terrain.
Stoic of Heart. At 15 level, your years of travelling through the wild change you for good. You cannot be frightened while you are not incapacitated, and you gain advantage on saving throws against being charmed.
Of Great Importance. At 17 level, your guild buys free accommodation at taverns, hotels and similar places for you and your fellow adventurers.
In addition, you can move through other people’s spaces without expending extra movement.
Messenger Spell List
1-Level
Alarm
Charm Person
Comprehend Languages
Cure Wounds
Detect Magic
Expeditious Retreat
Feather Fall
Illusory Script
Jump
Longstrider
Shield
Tasha’s Hideous Laughter
2Level
Blur
Darkvision
Detect Thoughts
Gust of Wind
Invisibility
Knock
Levitate
Misty Step
Rope Trick
Spider Climb
3-Level
Clairvoyance
Counterspell
Fly
Gaseous Form
Haste
Leomund’s Tiny Hut
Magic Circle
Phantom Steed
Sending
Tongues
4-Level
Arcane Eye
Dimension Door
Greater Invisibility
Leomund’s Secret Chest
Polymorph
5-Level
Contact Other Plane
Dream
Legend Lore
Scrying
Telekinesis
Teleportation Circle
Multiclassing. The Messenger has the following prerequisites for multiclassing:
Class
Ability Score Minimum
Messenger
Dexterity 13 and Intelligence 13
The Messenger counts as a half caster, so when calculating your spell slots, you add half your levels (rounded down) on the Multiclass Spellcaster table to determine how many spell slots you have.
Multiclassing Proficiencies. The Messenger has the following benefits for multiclassing.
Class
Proficiencies Gained
Messenger
Shields, Cartographer’s, Calligrapher’s and Navigator’s tools.
It seems that most of these classes are on DDB, but here are the links to a lot of ones not from DDB. I have not looked in depth at all of them, but they seem quite good. Here is a link to a GM binder guide to balancing home brew: https://www.gmbinder.com/share/-L0X_IgPZTb1I0NOE-W-
I am an enthusiast of homebrew classes. If you wish to try a homebrew class, I have the threads for various ones linked:
Shaman by Third_Sundering
Occultist by Third_Sundering
Gish by PalenceTheBabyAvali
Vampire by myself, OrtanFang
Rune Scribe by BrambleFootDruid
Elementalist by nate1624
Just trying to provide an easy list for everyone to access. If you have a homebrew class, or know one that is not listed, mention it below.
Proud poster on the Create a World thread
Opps they were subclasses sorry...
Here's the Messenger:
MESSENGER:
Thin and scrawny, a stray Aracockra flies through the night sky, a letter tied to its leg and a lantern in its beak, lighting the way before it. It spots a village down below and, recognising it as his destination, he descends.
A female white dragonborn strides across a flat, desolate field of ice. Her satchel, which is strung to her back, digs into her scales uncomfortably, but she presses on. She has an important message to deliver, and a sore back won’t stop her.
A lone wolf howls in the forest, sending shivers up the spine of an alert wild elf. She pulls back on the string of her bow, an arrow knocked. Nothing was going to sneak up on her.
Messengers, whatever their task may be – mapping some caves on the coast, serving as guards to a group of weary travellers or just delivering messages – show extreme dedication to their professions.
Experienced Travellers. Messengers are known for traversing the wilderness, taking information from one place to another. While on these travels, they often experience much danger and encounter many exotic lands. Messengers are trained from a young age to run swiftly and silently, so that they might get to their destination without harm. Nonetheless, harm does inevitably come at some point, and so it is as crucial for a Messenger to be skilled in blade and bow as they are with memorising and running.
Lone Adventurers. Messengers may start their journey in the midst of civilisation, but they often spend most of their time in the wild. They are trained in the art of stargazing so they might navigate by starlight, as well as in basic combat for self defence against the stray creature that threatens them. They can forage for food and have a considerable memory for lore that they have learnt from their masters.
Creating a Messenger. As you create your messenger character, consider how you were into the messenger profession. Was one of your parents a messenger and they raised you to be one as well? Were you given as an apprentice to a messenger when you were young by bullying parents? Or was your village razed when you were young, but a messenger took you under their wing and taught you their ways?
Why did you join up with a band of adventurers? Do you find it challenging, after a life full of seclusion, to be traveling with others and fighting monsters? Or do you welcome the help they give you?
Quick Build. You can make your messenger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by either Intelligence or Wisdom (some messengers that focus on staying alive might make Constitution higher than Intelligence or Wisdom). Second, choose the hermit background.
Class Features. As a messenger, you gain the following class features.
Hit Points
Hit Dice: 1d8 per messenger level
Hit Points at 1 level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per messenger level after 1
Proficiencies
Armour: Light armour and Shields
Weapons: Simple weapons, lances, pikes, longswords, shortswords and tridents
Tools: Cartographer’s, Calligrapher’s and Navigator’s Tools.
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Animal Handling, History, Insight, Medicine, Nature, Perception, Performance, or Survival.
Proficiency
Spells
--Spell Slots per Spell Level--
Level
Bonus
Features
Known
1
2
3
4
5
1
+2
Natural Wanderer, Swift Feet
--
--
--
--
--
--
2
+2
Messenger Guild, Spellcasting
2
2
--
--
--
--
3
+2
In the Know, Trained Eye
3
3
--
--
--
--
4
+2
Ability Score Improvement
3
3
--
--
--
--
5
+3
Speedy Flourish
4
4
2
--
--
--
6
+3
Swift Feet and Natural Wanderer Improvements
4
4
2
--
--
--
7
+3
Messenger Guild Feature
5
4
3
--
--
--
8
+3
Ability Score Improvement
5
4
3
--
--
--
9
+4
--
6
4
3
2
--
--
10
+4
Fleeting Movement, Vehicle Veteran
6
4
3
2
--
--
11
+4
Messenger Guild Feature
7
4
3
3
--
--
12
+4
Ability Score Improvement
7
4
3
3
--
--
13
+5
--
8
4
3
3
1
--
14
+5
Vanishing
8
4
3
3
1
--
15
+5
Messenger Guild Feature
9
4
3
3
2
--
16
+5
Ability Score Improvement
9
4
3
3
2
--
17
+6
Messenger Guild Feature
10
4
3
3
3
1
18
+6
--
10
4
3
3
3
1
19
+6
Ability Score Improvement
11
4
3
3
3
2
20
+6
Unfaltering Stride
11
4
3
3
3
2
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Natural Wanderer. At 1 level, You are particularly familiar with one type of natural environment and are adept at travelling and surviving in such regions. Choose one type of favoured terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the
Underdark. When you make an Intelligence or Wisdom check related to your favoured terrain, your proficiency bonus is doubled if you are using a skill you are proficient in.
While travelling for an hour or more in your favoured terrain, you gain the following benefits:
You gain one additional favoured terrain type at 6 level.
Swift Feet. Beginning at 1 level, you are an expert at moving quickly when needed. Your speed increases by 10 feet while you are not wearing armour or wielding a shield. On subsequent levels after 1 level, your unarmoured movement speed increases by your dexterity modifier, to a maximum of 70 feet.
At 6 level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Messenger Guilds. When you reach 2 level, you are permanently conducted into one of the Messenger Guilds: Cartography, Protection, or the Sending guild, all detailed later in the class’ description. Your guild grants you features at 2 level and again at 7, 11, 15 and 17 level.
Spellcasting. At 2 level, as customary for a student of the Messenger Way, you are taught a number of small spells in order to aid you in your adventures. See chapter 10 of the PHB for the general rules of spellcasting, and the end of this class description for the messenger spell list.
Spell Slots. The Messenger table shows how many spell slots you have to cast your messenger spells of 1 level and higher. To cast one of these spells, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1 level spell Longstrider and have a 1-level and a 2-level spell slot available, you can cast Longstrider using either slot.
Spells Known of 1 Level and Higher. You know two 1-level spells of your choice from the messenger spell list.
The Spells Known column of the Messenger table shows when you learn more messenger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5 level in this class, you can learn one new spell of 1 or second level.
Additionally, when you gain a level in this class, you can choose one of the messenger spells you know and replace it with another spell from the messenger spell list, which also must be for a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your messenger spells, since your magic draws from your memorised teachings of the arcane. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a messenger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus. You can use your Navigator’s Tools as a spellcasting focus for your messenger spells.
In the Know. Starting at 3 level, you have gained enough knowledge of the art of being a messenger that people are willing to pay you. You receive a payment of 8gp per week from your superiors in the guild.
Trained Eye. Beginning at 3 level, you can use your action and expend one messenger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 5 miles if you are in your favoured terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Ability Score Improvement. When you reach 4 level, and again at 8, 12, 16 and 19 level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability above 20 using this feature.
Speedy Flourish. At 5 level, your sheer dexterity means you can deal extra attacks on your turn. When you use a melee weapon with the finesse property on your turn, you can make two attacks instead of one.
Fleeting Movement. At 10 level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed down by them and without taking damage from them if they have horns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
Vehicle Veteran. At 10 level, you’ve travelled enough to learn how to drive vehicles and steer riding animals. You gain proficiency in Land and Water vehicles if you aren’t already proficient in them.
In addition, you gain advantage on Wisdom (Animal Handling) checks made on a riding animal, such as a riding horse or a donkey.
Vanishing. Starting at 14 level, you can use the Hide and Dash actions as bonus actions on your turn.
Unfaltering Stride. At 20 level, your stride cannot be broken. You ignore difficult terrain created by magical or nonmagical means, and you cannot be slowed by magical means.
Cartography Guild
The messengers of the Cartography Guild map out the lands, locating sites of importance in hostile landscapes. More than any other messenger guild, the members of the Cartography Guild can locate themselves in any environment and find their way back to civilisation.
Bonus Cantrip. When you take this guild at 2 level, you gain the ability to cast the light cantrip.
Mapper of the Wilderness. At 2 level, you gain the ability to create detailed maps. At the end of a long rest, and you are within 5 feet of a piece of paper and your calligrapher’s and cartographer’s kits, you can create a map of the terrain for a 1 km radius about you, which you can imbue with one of the following properties detailed at the end of this feature. The properties imbued into the map are lost when you take another long rest, although you can spend your long rest imbuing the map with the same or another effect. Only one effect can be placed on the map at a time.
Friend Seeker. You create little ink dots on your map that display you and your companion’s locations. As long as your companions aren’t magically obscured and are within the map’s range, their exact locations show up on the map.
Monster Detector. You can set up your map to detect when one of the following types of creature enters the map’s range: aberrations, celestials, dragons, elementals, fey, fiends, or undead. The map will sound an alarm in your mind when it detects such a being. The map does not pick up creatures of this type already in the vicinity.
Updating Location. The map changes to mimic the terrain within the map’s rage. For example, if you walk out of a swamp and onto a grassy plain, the map will show you the grassy plain rather than the swamp you just left.
Eye in the Sky. When you reach 7 level, you can cast the arcane eye spell at will, without requiring verbal, somatic or material components. Once you use this feature, you can’t do so again until you finish a short or long rest.
Cartographer’s Tracks. At 11 level, you gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to follow tracks made by animals, monsters, or people.
Natural Wanderer Improvement. At 15 level, you gain one additional type of favoured terrain from the Natural Wanderer feature.
Lay of the Land. At 17 level, your knowledge of the lands in your vicinity is unparalleled. You know the location of and distance to any settlements, temples or dungeons within a 6 km radius and the fastest way to get to them.
Protection Guild
The messengers of the Protection Guild are like bodyguards for hire. They escort wealthy nobles and adventuring parties through dangerous lands for a small fee and the pleasure of adventure.
Bonus Cantrip. When you take this guild at 2 level, you gain the ability to cast the True Strike cantrip.
Superior Swordsmanship. At 2 level, your proficiency bonus is doubled on any weapon attacks you make.
Deadly Blow. At 7 level, your attacks score a critical hit on a roll of 19 – 20.
Misleading Strike. At 11 level, you have learnt the ability to mislead your target. As a bonus action on your turn, you can cause your attack to have advantage.
An Infamous Name. At 15 level, your name is known throughout the lands. You gain advantage on Charisma (Intimidation and Persuasion) checks and at the start of combat, you can use your bonus action to force your enemies to make a Charisma saving throw. On a failed save, they become frightened of you for 1 minute.
Blood of a Fighter. At 17 level, your AC increases by 2 + your constitution modifier.
Sending Guild
Messengers of the Sending Guild are what most people think of when they hear the name “Messenger”. Their primary goal is to ferry information from one point to another as fast as possible. Their committal to their task means that they tend towards the lawful alignment.
Bonus Cantrip. Starting when you take this guild at 2 level, you gain the ability to cast the Message cantrip.
Unnatural Memory. At 2 level, your memory is almost perfect. You gain a +4 bonus on Intelligence (History) checks.
Stealth of the Messenger. At 7 level, you gain the ability to travel unnoticed. You gain advantage on Dexterity (Stealth) checks.
In addition, while in your favoured terrain granted to you by the Natural Wanderer feature, you can take the Hide action as a bonus action.
Soul of the Wild. At 11 level, you gain the ability to use the tracks of animals to your advantage. While in an area that contains herds of animals, you ignore nonmagical difficult terrain.
Stoic of Heart. At 15 level, your years of travelling through the wild change you for good. You cannot be frightened while you are not incapacitated, and you gain advantage on saving throws against being charmed.
Of Great Importance. At 17 level, your guild buys free accommodation at taverns, hotels and similar places for you and your fellow adventurers.
In addition, you can move through other people’s spaces without expending extra movement.
Messenger Spell List
1-Level
Alarm
Charm Person
Comprehend Languages
Cure Wounds
Detect Magic
Expeditious Retreat
Feather Fall
Illusory Script
Jump
Longstrider
Shield
Tasha’s Hideous Laughter
2Level
Blur
Darkvision
Detect Thoughts
Gust of Wind
Invisibility
Knock
Levitate
Misty Step
Rope Trick
Spider Climb
3-Level
Clairvoyance
Counterspell
Fly
Gaseous Form
Haste
Leomund’s Tiny Hut
Magic Circle
Phantom Steed
Sending
Tongues
4-Level
Arcane Eye
Dimension Door
Greater Invisibility
Leomund’s Secret Chest
Polymorph
5-Level
Contact Other Plane
Dream
Legend Lore
Scrying
Telekinesis
Teleportation Circle
Multiclassing. The Messenger has the following prerequisites for multiclassing:
Class
Ability Score Minimum
Messenger
Dexterity 13 and Intelligence 13
The Messenger counts as a half caster, so when calculating your spell slots, you add half your levels (rounded down) on the Multiclass Spellcaster table to determine how many spell slots you have.
Multiclassing Proficiencies. The Messenger has the following benefits for multiclassing.
Class
Proficiencies Gained
Messenger
Shields, Cartographer’s, Calligrapher’s and Navigator’s tools.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
It seems that most of these classes are on DDB, but here are the links to a lot of ones not from DDB. I have not looked in depth at all of them, but they seem quite good. Here is a link to a GM binder guide to balancing home brew: https://www.gmbinder.com/share/-L0X_IgPZTb1I0NOE-W-
https://www.gmbinder.com/share/-LaJYYiu-MFOsowYtleF
https://www.gmbinder.com/share/-LXdNqgkky_VToDHqAii
https://drive.google.com/file/d/1EEyBhTVEJ2Qh8b9oaP8VIxMfaaoSawSw/view
https://yachtclubgames.com/wp-content/uploads/boardGameCameos/Shovels_And_Shields_V1.1.pdf
https://www.gmbinder.com/share/-MHaQlmoTafaSfvvHI-9
https://www.gmbinder.com/share/-LZSNMgmChWNGW979hrj
https://www.gmbinder.com/share/-MHOMmrTD0IqlT6p6PQP
https://www.gmbinder.com/share/-MGN4ricuJVE0hBr1Qb1
https://www.gmbinder.com/share/-M5AU4P8Wjpm0lzSJWTO
When the DM smiles, it is already to late.