Essentials classes don’t get the Ritual Caster feat, and there are no rituals in Heroes of the Fallen Lands. Arguably the most important rituals, Raise Dead and Enchant Magic Item, are dealt with in other ways.
Enchant Magic Item is dealt with by not letting PCs enchant magic items. Most magic items are now “uncommon” or “rare”, which means they “are not usually created in the current age of the world”, and the book assumes that “common” magic items are created by NPCs.
Raise Dead is replaced with the 8th level Warpriest class feature, Resurrection, which is pretty much identical, except that
- it can only be cast on someone who died in the past 24 hours (as opposed to a month for Raise Dead).
- the death penalty (-1 to all rolls) can be eliminated by 3 milestones or 3 extended rests, which means you can sleep it off; you don’t have to adventure it off.
- Instead of costing thousands of GP, it’s FREEEEEEE!
That definitely takes the sting off of dying, especially in the early levels of a tier. 500 gold isn’t much to a level 10 character, but to a level 1 character it’s a small fortune! Similarly, 5,000 gold is a big hit to a level 11 party. One thing I do like about this is that there’s less incentive for people to make new characters when they die, something that I’ve had some trouble with in my campaign.
Create Water might not have been a ritual, but it should have been. This is now an encounter power available to the storm domain! Crazy and actually pretty powerful. Imagine if you could walk into any desert and start pumping out a gallon of water every five minutes. You and your party would certainly never go without! Unfortunately, Dark Sun is the only campaign world in which this would be super useful, and there are no clerics in Dark Sun.