SIGNING IN

Hit Points

Hit Dice 1d8 per level

Proficiencies

DEX , CHA

Messenger

Level Proficiency Bonus Features Sneak Attack
1 + 2 Folk-Lore Tireless and Swift Unarmoured Defence
2 + 2 Folk-Lore Tireless and Swift Unarmoured Defence {@dice 1d6}
3 + 2 Folk-Lore Tireless and Swift Unarmoured Defence {@dice 1d6}
4 + 2 Folk-Lore Tireless and Swift Unarmoured Defence {@dice 1d6}
5 + 3 Folk-Lore Tireless and Swift Unarmoured Defence {@dice 2d6}
6 + 3 Folk-Lore Tireless and Swift Unarmoured Defence {@dice 2d6}
7 + 3 Folk-Lore Tireless and Swift Unarmoured Defence {@dice 2d6}
8 + 3 Folk-Lore Tireless and Swift Unarmoured Defence {@dice 2d6}
9 + 4 Folk-Lore Tireless and Swift Unarmoured Defence {@dice 3d6}
10 + 4 Folk-Lore Tireless and Swift Unarmoured Defence {@dice 3d6}

Class Features

Level 1

Folk-Lore
Tireless and Swift
Unarmoured Defence

Level 10

Tireless and Swift improvement
Craft or Virtue

Level 2

Craft or Virtue
Sneak Attack

Level 3

Errand Runner
Messenger Path

Level 4

Virtue

Level 5

Uncanny Dodge

Level 6

Craft or Virtue
Tireless and Swift improvement

Level 7

Messenger Path feature

Level 8

Virtue

Proficiencies

Armor

light

Weapons

simple

short sword

swords

Skills

Starting Equipment

Class Features

Folk-Lore (Level 1)

You possess some knowledge of the many traditional customs, beliefs, and stories of the various communities that compose the Free Peoples. Whenever you make an Intelligence check related to one of these topics, you are considered proficient in the Old Lore skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Likely the result of your wanderings, this information may help you when dealing with strangers, allowing you to come up with some useful facts regarding their folk or a smattering of the appropriate language.

Tireless and Swift (Level 1)

Beginning at 1st level, your speed increases by 5 feet while you are not wearing heavy armour. In addition, whenever you must make a fatigue saving throw during a journey (see Chapter 5), you gain a bonus to the saving throw equal to your Messenger level.

The speed bonus increases to 10 feet when you reach 6th level in this calling. At 10th level, the speed bonus increases to 15 feet, and whenever you finish a short rest, your exhaustion level (if any) is decreased by 1.

Unarmoured Defence (Level 1)

Where such laws hold, it is custom for ambassadors not to be assailed. While you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Craft or Virtue (Level 2)

At 2nd level, and again at 4th, 6th, 8th, and 10th level, you can take a common or cultural virtue of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.

At 2nd, 6th, and 10th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see Crafts).

Sneak Attack (Level 2)

Starting at 2nd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this calling, as shown in the Sneak Attack column of the Messenger table.

Errand Runner (Level 3)

By 3rd level, the many errands you've borne during your travels have made you proficient in a little bit of everything. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Messenger Path (Level 3)

At 3rd level, you choose a path that shapes your calling as a Messenger. Choose the path of the Counsellor or the path of the Herald, both detailed at the end of the calling description. Your choice grants you features at 3rd level and again at 7th level.

Virtue (Level 4)

At 4th level, you can take a common or cultural virtue of your choice (see Chapter 4).

Uncanny Dodge (Level 5)

Beginning at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Craft or Virtue (Level 6)

At 6th level, you can take a common or cultural virtue of your choice (see Chapter 4). You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.

At 6th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see Crafts).

Tireless and Swift improvement (Level 6)

The speed bonus increases to 10 feet when you reach 6th level in this calling.

Messenger Path feature (Level 7)

At 7th level, you gain a feature granted by your Messenger Path feature.

Virtue (Level 8)

At 8th level, you can take a common or cultural virtue of your choice (see Chapter 4).

Tireless and Swift improvement (Level 10)

At 10th level, the speed bonus increases to 15 feet, and whenever you finish a short rest, your exhaustion level (if any) is decreased by 1.

Craft or Virtue (Level 10)

At 10th level, you can take a common or cultural virtue of your choice (see Chapter 4). You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.

At 10th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see Crafts).

Multiclassing

Multiclassing Requirements

{"cha":13,"dex":13}

Proficiencies Gained

Armor light
Skills Choose Choose from Animal Handling, Explore|Tlotrr, Hunting|Tlotrr, Insight, Intimidation, Old Lore|Tlotrr, Perception, Performance, Persuasion, Riddle|Tlotrr, Stealth, Travel|Tlotrr
Toolproficiencies Any: 1
Tools A tool of your choice
Weaponproficiencies Simple: true
Weapons simple

Subclasses

Counsellor
TLotRR
Herald
TLotRR

Subclass Features

Counsellor

Counsellor (Level 3)

Wise counsel is rare to come by in the Twilight of the Third Age, as words can be distorted and put to crooked uses by the servants of the Enemy. This notwithstanding, you have chosen to oppose the Shadow by bringing your advice to all who need it.

Bonus Proficiencies

When you choose this path at 3rd level, you become proficient in two of the following skills of your choice: Deception, Insight, Intimidation, Performance, Persuasion, and Riddle. If you are already proficient in any one of them, you add double your proficiency bonus to checks you make with it.

Words of Guard and Guiding

Starting at 3rd level, you can use a bonus action to make a Charisma check or take the Help action. In addition, whenever you use the Help action to aid an ally in attacking a creature, the target of the attack can be within 30 feet of you rather than within 5 feet of you, if the ally can hear and understand you.

A Dangerous Gift (Level 7)

Starting at 7th level, you have advantage on Intelligence (Riddle) and Wisdom (Insight) checks. In addition, you can reroll a single ability check that you fail during the Interaction stage of a council (see Chapter 5).

Herald

Herald (Level 3)

You believe that advice alone cannot stop the Enemy. To withstand such reckless hate you need both wise words and strength to back them.

Forth to Battle

When you choose this path at 3rd level, you gain proficiency with medium armour, shields, and martial weapons. In addition, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

Fighting Style

Also at 3rd level, you adopt a style of fighting as your speciality. Choose one of the following options. You cannot take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Extra Attack (Level 7)

Starting at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.