Divine Launcher (3.5e Class)

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Divine Launcher[edit]

Deep within their being, regardless of their alignment, a Divine Launcher is gifted with the essence of divinity. Once discovered, many being training to take advantage of this hallowed power, be it for the good of others or the good of themselves. These gifted individuals go beyond what any simple knife throwing rogue or spear launching warrior can accomplish. Their tricks and skills put them on par with the fastest of bowman and are able to shoot every bit as accurately over distance, and having minor spell casting capabilities to aid themselves and their allies.

Making a Divine Launcher[edit]

Abilities: Primary Attributes are Wisdom as if interacts with class features, and Dexterity to focus on movements, AC, and damage.

Races: Any, though it is typically the more divine blessed races such as Assimar or more able to be zealous like Humans and Drow that are this class.

Alignment: Any

Starting Gold: 5d6x10 GP, plus one outfit worth 10gp or less.

Starting Age: As Ranger

Table: The Divine Launcher

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +1 +0 +2 +0 Guidance of the Gods 2
2nd +2 +0 +3 +0 Precise Throws 3 0
3rd +3 +1 +3 +1 3 1
4th +4 +1 +4 +1 Grace, Trick 3 2 0
5th +5 +1 +4 +1 3 3 1
6th +6/+1 +2 +5 +2 3 3 2
7th +7/+2 +2 +5 +2 Trick 3 3 2 0
8th +8/+3 +2 +6 +2 3 3 3 1
9th +9/+4 +3 +6 +3 Targeting Throw 3 3 3 2
10th +10/+5 +3 +7 +3 Trick 3 3 3 2 0
11th +11/+6/+1 +3 +7 +3 Divine Infusion 3 3 3 3 1
12th +12/+7/+2 +4 +8 +4 3 3 3 3 2
13th +13/+8/+3 +4 +8 +4 Trick 3 3 3 3 2 0
14th +14/+9/+4 +4 +9 +4 4 3 3 3 3 1
15th +15/+10/+5 +5 +9 +5 4 4 3 3 3 2
16th +16/+11/+6/+1 +5 +10 +5 Trick 4 4 4 3 3 2 0
17th +17/+12/+7/+2 +5 +10 +5 4 4 4 4 3 3 1
18th +18/+13/+8/+3 +6 +11 +6 4 4 4 4 4 3 2
19th +19/+14/+9/+4 +6 +11 +6 Trick 4 4 4 4 4 4 3
20th +20/+15/+10/+5 +6 +12 +6 Trick, Swarm of Blades 4 4 4 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Divine Launcher.

Weapon and Armor Proficiency: A Divine Launcher is proficient with only Light Armor. She is also proficient only with Simple Weapons, Ranged Martial Weapons, and upon creation may select one Exotic Throwing Weapon in which to have proficiency with.

Spells: A Divine Launcher casts divine spells, which are drawn from the Divine Launcher spell list below. He can cast any spell he knows without preparing it ahead of time. Every Divine Launcher spell has a verbal component (usually in the form of a mantra or set of words to focus their divine energy). To learn or cast a spell, a Divine Launcher must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Divine Launcher’s spell is 10 + the spell level + the Divine Launcher’s Wisdom modifier.

Like other spellcasters, a Divine Launcher can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Divine Launcher. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Divine Launcher indicates that the Divine Launcher gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

The Divine Launcher’s selection of spells is extremely limited. A Divine Launcher begins play knowing four 0-level spells of your choice. At most new Divine Launcher levels, he gains one or more new spells, as indicated on Table: The Divine Launcher. (Unlike spells per day, the number of spells a Divine Launcher knows is not affected by his Wisdom score; the numbers on Table: The Divine Launcher are fixed.)

Upon reaching 5th level, and at every third Divine Launcher level after that (8th, 11th, and so on), a Divine Launcher can choose to learn a new spell in place of one he already knows. In effect, the Divine Launcher "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Divine Launcher spell the Divine Launcher can cast. A Divine Launcher may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a Divine Launcher need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. More spell variety can be chosen from at DM discretion.

Divine Launchers choose their spells from the following list:

0— Create Water, Cure Minor Wounds, Light, Mending, Read Magic, Resistance

1st— Comprehend Languages, Cure Light Wounds, Obscure Object, Protection From Evil/Good/Law, Remove Fear, Undetectable Alignment

2nd— Blindness/Deafness, Calm Emotions, Cat's Grace, Consecrate, Cure Moderate Wounds, Darkness, Delay Poison, Desecrate, Eagle's Splendor, Locate Object, Shatter, Silence, Sound Burst, Tongues

3rd— Clairaudience/Clairvoyance, Cure Serious Wounds, Daylight, Dispel Magic, Haste, Magic Circle against Evil, Prayer, Remove Curse, Scrying, See Invisibility,

4th— Break Enchantment, Cure Critical Wounds, Detect Scrying, Freedom of Movement, Locate Creature, Neutralize Poison, Remove Disease, Repel Vermin, Sending, Speak With Dead

5th— Cure Light Wounds (Mass), Dispel Magic (Greater), Divination, Restoration

6th— Animate Objects, Commune, Cure Moderate Wounds (Mass), Find the Path, Hallow, Heroes' Feast, Scrying (Greater), Raise Dead, Unhallow

Table: <-class name-> Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th
1st 4
2nd 5 2
3rd 6 3
4th 6 3 2
5th 6 4 3
6th 6 4 3
7th 6 4 4 2
8th 6 4 4 3
9th 6 4 4 3
10th 6 4 4 4 2
11th 6 4 4 4 3
12th 6 4 4 4 3
13th 6 4 4 4 4 2
14th 6 4 4 4 4 3
15th 6 4 4 4 4 3
16th 6 5 4 4 4 4 2
17th 6 5 5 4 4 4 3
18th 6 5 5 5 4 4 3
19th 6 5 5 5 5 4 4
20th 6 5 5 5 5 5 4

Guidance of the Gods: Starting at first level, in a manner similar to a monk, the Divine Launcher is capable of adding their Wisdom Modifier to various scores and abilities. So long as the Divine Launcher is wearing light or no armor, and is in their medium load or lighter, they add their Wisdom Modifier (if any) to their AC, Attack Rolls, and Damage Rolls. This AC bonus applies even while flat footed, prone, or paralyzed. These bonuses do not increase over time.

Precise Throws: At second level, the Diving Launcher has begun to specialize their throwing capabilities to be more deadly and on target, hitting the more vulnerable parts of an enemy. As a result, they add half the Divine Launcher class levels to damage rolls. This damage may be multiplied on a critical hit, applied to sneak attacks, and applied to damage even when out of normal range increments.

If a creature is immune to critical hits, they are also immune to damage from this class feature.

Grace (Su): At 4th level, a Divine Launcher gains a pool of Grace points, supernatural energy from the gods he can use to accomplish amazing feats and tricks when throwing weapons. The number of points in a Divine Launcher's Grace pool is equal to his Divine Launcher level + his Wisdom modifier.

In addition, as long as the Divine Launcher has at least 1 point in his Grace pool, his attacks can bypass various forms of damage reduction. This ability functions only for him, he may not use it to allow another to bypass damage reductions.

At 4th level, his thrown weapons are considered magical for the purposes of overcoming damage reduction. At 7th level, his thrown weapons are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his thrown weapons are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his thrown weapons are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Lastly, at 4th level and every third level thereafter plus level 20, the Divine Launcher learns a Trick. These tricks are unique in that they are only able to occur by the Divine Launcher spending Grace Points to focus into the weapon before launching them. Unless specified, these tricks take the place of a single attack, allowing you to perform other tricks or basic attacks before or after, assuming your Base Attack Bonus is high enough to permit.

Below is the list of tricks you may select. Unless specified, you may only take each trick once. Additionally, unless noted otherwise, each trick costs only one Grace point to use.

  • Bonus Feats: In place of a trick, you may select one of the following feats. This can be selected multiple times, but you must choose a different feat each time, and you must still meet the prerequisites of the feats. If the following feats require you have certain class levels you may use your Divine Thrower class levels instead.
Far Shot, Greater Weapon Focus, Greater Weapon Specialization, Improved Unarmed Strike, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Shot on the Run, Snatch Arrows,, Weapon Focus, Weapon Specialization,
  • Close Quarter Specialist: Select one type of ranged weapon or thrown weapon. You may now make attacks with this weapon while within in close range of an enemy and you do not provoke attacks of opportunity. You may select this trick multiple times, but must choose a new ranged weapon each time.
  • Deadly Aim: On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
  • Deadly Throw: Select one ranged or thrown weapon. While wielded by you, that weapon's threat range is increased by one step. This ability stacks with the benefits of enchantments, but not feats. Can be taken multiple times, but you must select a new weapon each time.
  • False Opening: Select one ranged weapon or a thrown weapon. When you make a ranged attack using that weapon, you can choose to provoke an attack of opportunity from one or more opponents who threaten you. You gain a +4 dodge bonus against such attacks. An opponent that makes such an attack and misses you loses his Dexterity bonus to AC against you until the end of your turn.
  • Intercepting Throw You can ready a ranged attack to deflect a ranged weapon attack against her or an ally within 30 feet. To deflect the attack, the Divine Launcher makes an attack with a ranged weapon. If her attack roll is greater than the attacking opponent's roll, the opponent's initial attack automatically misses. For each size category the attacking creature is larger than the Divine Launcher, the Divine Launcher takes a –4 penalty on her attack roll. The Divine Launcher must declare the use of this ability after the attack is announced, but before the roll is made. Unusually massive ranged weapons, such as boulders or ballista bolts, and ranged attacks by firearms or generated by natural attacks or spell effects can't be deflected. If this trick is taken a second time (requiring that you also be 11th level before taking this a second time), you may deflect natural attacks. When you have a readied action to deflect a ranged attack with this trick, you may continue to make rolls to intercept attacks for as many times as your Base Attack Bonus allows.
  • Pin Point Thrower: As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this if you move this round. Requires that you have the feats Point Blank Shot and Precise Shot, and a minimum of 10 Divine Launcher levels.
  • Reflexive Throw: As long as enemies are within the first range increment of your thrown weapon, they provoke attacks of opportunity. You can make multiple attacks of opportunity within the same round if you have the feat Combat Reflexes, otherwise you are limited to one.
  • Steadied Aim: You can spend a move action to steady your shot. When you do, you gain a +4 bonus on your next ranged attack roll before the end of your turn.
  • Trick Throw: A Divine Launcher may hit targets that he might otherwise miss. By spending 1 point from his Grace Pool as a swift action, the Divine Archer can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even launching thrown weapons around corners. The weapon must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.
  • Thrown Weapon Mastery: Select one ranged throwing weapon. This throwing weapon now deals one step higher for damage. This trick can be taken multiple times, but a new weapon must be chosen each time.

Targeting Throw (Ex): At 9th level, as a full-round action, the Divine Launcher can make a single thrown attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This costs 1 Grace point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

  • Arms: On a hit, the target takes no damage from the hit but drops one carried item of the Divine Launcher’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
  • Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
  • Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
  • Torso: Targeting the torso threatens a critical on a 19–20.
  • Wings/Fins: On a hit, the target is damaged normally, and must make a DC 20 Fly (or Swim) check or fall/sink for the rest of the round or until stopped, whichever happens first.

Divine Infusion (Su): At 11th level, weapons wielded by a Divine Launcher can be charged with the power of their divinity. This allows for the ability to enhance one of the Divine Launcher's weapons with grace as a swift action. This power grants the weapon a +1 enhancement bonus. For every 2 levels beyond 11th, this bonus increases by 1 (to a maximum of +5 at 19th level). If the Divine Launcher has more than one weapon, he can enhance another on the following round by using another swift action. This enhancement lasts a number of rounds equal to your wisdom modifier, and can only be used 5 times per day.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The Divine Launcher can enhance a weapon with any of the following weapon special abilities: brilliant energy, disruption, distance, flaming, frost, ghost touch, keen, returning, seeking, shock, and speed. In addition, if the Divine Launcher is good, he can enchant it with Holy. If he is evil, he can enchant it with unholy. If they are neutral, they may enchant it with Anarchic. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

If multiple weapons are enhanced, each one consumes one use per day individually. The enhancement bonus and special abilities are determined the each time the ability is used per weapon, and cannot be changed until the next day when the allotted uses are replenished. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the Divine Launcher's possession. This ability can be ended as a free action at the start of the Divine Launcher's turn. If the Divine Launcher uses this ability on a double weapon, the effects apply to only one end of the weapon.

Swarm of Blades (Ex): At 20th level, a Divine Launcher can when wielding a reach weapon or thrown weapons and when the Divine Launcher successfully hits his target with a single attack as a standard action, he may activate this ability as a swift action. All foes within 20 feet of the target must make Reflex saves (DC 10 + ½ Divine Launcher’s class level + Divine Launcher’s Wisdom modifier) or take 4d6 damage. If the Divine Launcher uses a ranged weapon with ammunition for this attack, he must expend ammunition for each target damaged, but not those undamaged. A Divine Launcher can use this ability a number of times per day equal to 3 + his Wisdom modifier (minimum 1/day). Weapons under the influence of Divine Infusion may still work as intended, but tricks cannot be performed for this attack. Example, you cannot use the Trick Throw trick to ensure that enemies are hit, regardless of their concealment near the target.

Ex-Divine Launchers[edit]

While there are no alignment restrictions, a Divine Launcher can lose his ability to level further if he enters a realm where he would be cut off from godly energies, or if he is cursed to achieve this. Should this happen they lose the following abilities:

  • Spells
  • Guidance of the Gods
  • Grace (except bonus feats)
  • Targeting Throw
  • Divine Infusion

All the Divine Launcher need do to regain the ability to level and lost abilities is find a way to regain access to godly energies.

Campaign Information[edit]

Playing a Divine Launcher[edit]

Religion: A Divine Launcher does not always follow a deity, an are not required to as being divine is a part of their being. However, most tend to follow whichever divine entity that gave them their powers in the first place.

Other Classes: Other classes may consider a Divine Launcher nothing more then a glorified rogue and ranger who relies too heavilly on throwing weapons.. that is, until their spell capabilities and weapon infusion abilities are seen. At that point they may become confused with a form of battle Cleric.

Combat: A Divine Launcher is mid-ranged to long ranged support dealing damage and aiding with spells and various buffs.

Advancement: A ranger or fighter would not be bad class options if you are looking for a more damage oriented Divine Launcher. For more support check into possibilities of Favored Souls or Sorcerers.

Divine Launchers in the World[edit]

From the top of the roofs my blade did fly true, staining the walls with the crimson blood of my goddess' enemies.
—Orphious, Elven Divine Launcher

A Divine Launcher can typically be found in monastic settings, training alongside Monks or even Clerics and Paladins. They may consider it their job the be able to kill as a mercenary of sorts or hallowed assassin for their deity if they choose to follow one, or they may reject such teachings and use their powers for personal gain.

Daily Life: In a manner similar to Monks and Wizards, a Divine Launcher always spends some part of his or her day training. In addition, like any class they must spend one hour of meditation to regain their spell casting capabilities the next day, and most complete this as a part of their waking up process.

Notables: Orphious, renown for slaying a high profile cultist that threatened his religion and lands with darkness.

Organizations: While there are no formal singular organizations for this class, Divine Launchers can commonly be found with other religious orders or mercenary groups.

NPC Reactions: An NPC may consider these individuals something akin to a ranger, rogue, or monk in terms of appearance. If their abilities are known, they may be considered something closer to a cleric or other holy man.

Divine Launcher Lore[edit]

Characters with ranks in Knowledge (Religion) can research Divine Launchers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Religion)
DC Result
5 They seem to be divine blessed individuals.
10 Their divinity holds actual power; they can draw upon this power to perform even magic if they so choose.
15 Their throwing prowess is further enhanced by their divinity, allowing them unique tricks and abilities.
20 Some have mastered a technique that allows them to make a storm of thrown weapons, blocking out even light as the blades engulf you and sheer your flesh from bone. Also, select information available by choice.

Divine Launchers in the Game[edit]

Adaptation: This class could potentially be adapted for a purely bow, crossbow, or firearm based class variant. Their divinity could also stem from inherent magic like sorcerer's if a divine origin is not your cup of tea. Lastly, in a plot setting these may be over zealous assassins for any divine order and can serve as good scouts between their magical and stealth capabilities.


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