Bearers of Burdens in D&D retain some of the offensive capabilities of hex mages, but specialize in healing in a way that makes them an excellent counterpart to a party's cleric or paladin who would otherwise have to invest more heavily in curative spells. This class is primarily a support class and may do well when kept in tandem with rogues or the more fragile members of the party, such as wizards.
In the dark places of the world, the Bearer of Burdens walks the earth to set things to right and bring healing to the sick and afflicted. The Bearer of Burdens is often a kind of ascetic, though not necessarily, and takes the pain of others into himself. Over time, continuous exposure to adversity causes him to become incredibly hardy, eventually becoming so resilient that even death itself cannot shake him.
Prerequisites:
Alignment: Any non-evil
Class Features: Hex Breaker
Skills: Heal 5 ranks
Class Features:
Class Skills: Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Heal, Knowledge (arcana), Knowledge (nature), Listen, Profession, Sense Motive, Spellcraft, Spot, Survival, Use Magic Device
Skill Points Per Level: 4 + int mod per level
Hit Dice: d12
Weapon and Armor Proficiencies (Ex):
A Bearer of Burdens gains no weapon or armor proficiencies
Spellcasting Progression (Ex):
A Bearer of Burdens continues to advance in the potency of his hex mage abilities. See the note on prestige classes under the hex mage class features for details.
Hex Breaker (Su or Sp):
Bearer of Burdens class levels stack with those of hex mage for all purposes with regard to the advancement of the Hex Breaker class feature.
Transfer Wounds (Su):
The defining trait of a Bearer of Burdens is his ability to take on the injuries of others on their behalf.
At first level, this ability allows the Bearer of Burdens to expend hex points on an allied creature to absorb hit point damage from them. When he does so, he rolls a d8 per hex points expended and heals the creature by that amount, but also takes damage equal to half that amount himself (minimum 1). This healing is not considered a positive or negative energy effect.
The Transfer Wounds ability improves further as the Bearer of Burdens gains more levels in the class. At 4th level, he can also use this ability to transfer ability damage or drain from his ally to himself on a one hex point per point of damage basis. Ability drain transferred in this fashion is converted into ability damage, allowing it to heal normally over time, and the Bearer of Burdens takes half the damage or drain he absorbs (minimum 1)
At 7th level, the Bearer of Burdens can expend a hex point to transfer a status effect (such as exhausted or nauseated) from the target to himself. If the effect has levels to it (such as panicked/frightened/shaken), then he suffers the effect as if it were reduced one step.
At 10th level, the Bearer of Burdens’ abilities reach their peak. He may transfer negative levels from the target to himself on a one hex point per negative level basis, though he again takes only half the negative levels himself (minimum 1).
If any of these injuries have a duration to them that will cause them to disperse after a certain time has elapsed (such as an ongoing fear effect), then the Bearer of Burdens experiences the remaining duration of this effect. Be sure to note which damage, ability damage, ability drain, status effects, and negative levels have been transferred with this ability separately from those sustained from other sources.
Continuous Magic Circle Against Alignment (Sp):
At 2nd level, a Bearer of Burdens begins to emanate a continuous Magic Circle effect, as a caster equal to his class level, against any one alignment to which the Bearer of Burdens is diametrically opposed. If the character is true neutral, then he can choose any alignment and may not thereafter change it unless his alignment changes.
Regeneration (Ex):
Bearers of Burdens are remarkably tough individuals, both mentally and physically, and their long exposure to curse energies causes mutations that make them even more durable in nature. Beginning at 3rd level, he gains a special form of regeneration (see the Monster Manual for details). Damage caused by physical weapons and natural attacks against his body are treated normally; all other hit point damage (including damage caused by his transfer wounds class feature, spells, psionic powers, etc.) is considered to be subdual, and regenerates at a rate of one hit point per round. The Bearer of Burdens also regrows lost body parts over the course of 24 hours, and may reattach them sooner by holding them against the stump. The Bearer of Burdens can choose whether damage taken from transfer wounds or other sources are healed first by this ability each round, but cannot choose to suppress this regeneration (i.e. to gain the ongoing benefits listed below).
This regeneration rate increases by 2 for every 3 levels thereafter (regeneration 3 at 6th, regeneration 5 at 9th, and so forth).
Hostile Transfer (Su):
To defend himself, the Bearer of Burdens may imbue a touch or melee attack with magical energy that afflicts a single opponent with any amount of, or all of, the injuries the Bearer of Burdens has absorbed through his transfer wounds ability. Any remaining hit point damage, ability damage, ability drain, status effects, and negative levels taken by the Bearer of burdens through his transfer wounds ability are placed on the creature touched and removed from the Bearer of Burdens. The target of this attack may make a will save (DC 10+1/2 effective hex mage caster level+charisma modifier) for half effect (if numerical) or to negate the effect (if a status effect)
Bloodied Resolve (Ex):
At 8th level, the Bearer of Burdens merely becomes more resolute in the face of adversity. Whether this is due to a sense of righteousness, indignation to an enemy, or a burgeoning masochism is a question best left to the player of the character. For every 10 points of hit point damage sustained by the Bearer of Burdens which has not yet been regenerated, he gains a +1 cumulative morale bonus to saves, attacks, and checks. This bonus lasts for as long as the damage persists.
Ageless (Ex):
At 10th level, the magical mutations that granted the Bearer of Burdens his regeneration also render him immune to the ravages of time. The Bearer of Burdens becomes immune to the negative effects of aging and is effectively immortal. Bonuses from aging still accrue to the maximum shown on the age table in the Player’s Handbook.
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