Barbarian is a cultural moniker. IT DOES NOT SIMPLY MEAN IGNORANT BRUTE. It is a way of life living close to and with the environment, tapping consciously or unconsciously into anima sources to empower warrior of great vitality and spirit.
All characters should have a story for the important elements of their composition.
Paladins are the individual [holy] warriors of the faith dedicated to a Divine Principle – they choose this upon assuming the class. As long as they remain in Good Standing with their patron, they are empowered with mystic powers and a purpose (related to their oath) that gives them crystal clarity that their actions are righteous. They are the martial examples, and the militaristic arm of a faith in fighting its foes – they are not community or follower oriented. Like Clerics though they may organize around institutions for logistical support. Characters of renown are typically found wielding holy weapons. Unlike a priest, the paladin’s oath and purpose are the narrow focus of their actions – they do not generally play into the politics or bureaucracy of the institutions and followers of their faith. They are subject to the divine Voice of Authority commanded by avatars, priests (Clerics), and even institutional ranks.
Paladin Spell Casting: They come from the Mystic Tradition of Inspiration. This class uses Adjuration type castings for determining Casting Constraints.
The Paladin’s Holy Symbol is a form of Focus Point.
Paladins (all faith based operations) use Wisdom, not Charisma. All powers based on Charisma also change.
The Oath that a paladin takes depends on the faith they profess and/or the order that they are part of. Often these have all standard options available, but have elite orders and institutions that restrict and augment the options available. These often have additional principles and tenets the character must abide by.
Essence: In order to facilitate the bonds of faith, the Paladin has several points of required Essence use (outside of possible Aptitude).
Basic Bond: 1 @ 1st level – The character has deep commitment to their faith/deity (Divine Principle) to gain Good Standing in relation to the faith’s tenets.
Holy Symbol Attunement: 1 @ 1st level – If Paladin is their primary class at the time of Character Inception, their Basic Bond includes this Attunement. Replacement holy symbols only need the Ritual of Attunement, no additional Essence.
Confirmed Bond: 1 @ 3rd level – When they choose their path (Oath) to reflect their deeper abiding bond.
Liturgical Participation: If this is their primary class at the time of Character Inception, they gain Lore: [Characters’ Faith] +1
The Paladin’s Holy Symbol is a form of Focus Point. They are provided one as part of their induction into the faith.
Paladins always start off with better armor (Medium Armor) than normal starting characters (Light Armor).
Offering: The [greater] holy symbol of an enemy of the faith may be offered up for Divine Aegis (a single use of Shield of Faith).
Aptitude Synergy: Optional; If the character chooses to spend Essence to acquire the aptitude combination.
Divine 1 + Kinetic 1:
Divine Sense: Per Short Rest (instead of Long Rest).
Aura of Protection: The 30′ radius effect is at 9th level.
Aura of Courage: The 30′ radius effect is at 9th level.
Disadvantages
Paladins need to follow their guiding principles or lose all spell casting and channel divinity until atoned for. Role playing wise it means they are constantly asking those around them to prove their faith.
Single Combat: Should a paladin challenge a foe of their faith to single combat, in the name of their faith, and win, they gain a Divine Blessing (typically one-time use of the Bless spell, Inspiration, or Channel Divinity). Should they refuse such a challenge made to them, they fall under a Bane spell (and cannot gain Divine Blessings) until it can be atoned for. This does not apply if the situation is obvious suicide.
Class choice in Incarna should be a role-play challenge more than anything. While any class is possible in the right situation/background, many other factors constrain the path a character may take. These may include race, culture, gender, regional issues, and social norms, social class, etc. A full Character Background and Stories of the character's development can explain anything, even a complete deviation from any setting or rule restrictions. However, it is also these constraining elements that give the most role-play challenge (and reward) and should be encouraged. Multi-classingafter character creation has only the limits the story and setting provide (aside from any normal limits).
Incarna iDnD prefers the UA Revised Ranger, NOT WOTC Ranger Options. We have adopted this well knowing that discussions seem to indicate there is no future for the UA version (as noted at reddit and tribality).
The Rangers Bond/Oath – What makes the Ranger, a Ranger. Primarily, this accounts for the mystical powers of the Ranger, without necessarily having to have a specific Divine Principle to answer to.
Basic Oath/Bond: The Ranger has a simple bond of One with the Land. They sacrifice 1 Essence at 1st level for the deep ties to the world around them through Shared Litany (good standing with their faith’s tenets). They lose 1 additional Essence at 3rd level when they choose their path and abiding bond with their animal spirit.
High Oath/Bond: One with the Land. Rangers taking this path must choose the Hunter archetype at 3rd level. A Ranger does NOT need the Psychic Aptitude requirement for this oath. The Aptitude costs cover all the benefits – Rangers continue to get additional Favored Enemy (now Chosen Prey) and favored Terrain at levels without additional costs. Role-Play ++
This presents a good opportunity for adding Roleplaying elements to the Character.
Tasha’s Cauldron: Favored Foe/Foe Slayer is replaced by the Incarna Enmity (a new Chosen Prey is gained at 6th and 14th level) feature, Fighting Style Options, Spell Casting Focus, Martial Versatility (Optional Features)
Normal [Incarna] Rangers do not have Spell Casting capability. Instead, at 2nd level they gain Second Wind and at 4th they gain Action Surge; both of these operate exactly as the Fighter class abilities, but at Ranger level, not Fighter.
All characters should have a story for the important elements of their composition.
A druid is a servant to nature. They seek to nurture, defend, and live in harmony with it. They are a symbol and seek to teach others how to do this. They do NOT seek to tear down civilized edifices, only to educate and and find a balance so that the higher orders my thrive and flourish WITH the lower orders instead of at their expense. When they gain their Circle of the Land, they go through the Rite of Land Bonding.