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Paladin Point Buy: Difference between revisions

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The Cleric Point buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. Paladin Point Buy provides Packs for a Character to become proficient in a Faith-based defensive style of combat, using holy blessings and the powers of the Gods to strike back at enemies who harm allies. Paladin Point Buy thrives with allies, but is generally not good on duelists or lone wolves. As with many other Faith based Proficiencies, Paladin Point Buy has several rules associated with it.  
{{ infobox
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| headerstyle = background: #D0D3D1; width: 100%; text-align: center; vertical-align:middle; font: 15px georgia; font-weight: bolder; font-variant: small-caps; padding-top: 5px; padding-bottom: 5px;
| datastyle  = text-align: left; font-size: 0.95em;
| header1    = The Ability and Proficiency System
| data2      =
This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page.
}}
The Paladin Point buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. Flavor Text Goes Here.


==Paladin Point Buy Rules==
==Paladin Point Buy Rules==
* In order to Point Buy any Packs from Paladin Point Buy, the Character must be a devout Unionist (of any Unionist branch), or a devout Estellon or Estelsoor worshiper.
* In order to Point Buy any Packs from Paladin Point Buy, the Character must be a devout worshipper of any [[Religion]].
* Paladin Point Buy derives its power from the Gods, so it is very clearly not Magic in nature. Still, in Regalia, non-Unionist God Powers are considered Magic in some way.
* Paladin Point Buy usually derives its power from the Gods, so it is considered God Magic.
* Paladin Point Buy is not locked to a Stance, but Abilities there-in have a special mechanic called Critical Strike, which increases Ability potency as the user gets weaker.
* Paladin Point Buy can, however, be treated as Planar [[Magic]], for religions that favor Planar Magic, or for Characters who can't/won't mix God & Planar Magic.
* The above rule is "all or nothing" meaning Paladin Point Buy Packs must be All God Magic, or All Planar Magic.
* Paladin Point Buy should generally have aesthetics of bright lights, holy warriors, and works best with the aesthetics of the following Religions: Unionism and Estelley.


===Critical Strike Mechanic===
==Stance Ability==
Paladin Point Buy has special Abilities that have slightly altered mechanical rules depending on how much health the user has lost. The user must always consider whether to use the Abilities early for their Strategic value or to delay their use for late-stage combat power spiking. The mechanic is described as below:
The Divine Stance Ability is required for all Paladin Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as at least one Paladin Point Buy Pack has been purchased. This Ability does not do much besides enable further Paladin Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Cancelled, or interrupted in any way. '''Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.'''
* Divine Defense as an Ability must be active for the Critical Strike Mechanic to apply. Paladin Point Buy Abilities can also be used in conjunction with Constitution, just without Critical Strikes.
* Each time a Paladin Point Buy Ability is used, the user must "/dice 1 6" which results in a dice roll between the numbers 1 and 6. By default only rolling 1 means the Ability has Critical Strike.
* If an Ability has Critical Strike, its upgraded feature is automatically applied, meaning that a more potent version of the Ability is used instead of the default function as described.
* For each HP the user loses, Critical Strike chance increases by 1. This means starting at 6 HP, Critical Strike hits at dice roll 1, 3 HP at dice roll 4 and below, and 1 HP guaranteed Critical Strike.


==Paladin Point Buy Packs==
===Divine Defense===
This pack allows Paladins to use Faith as their Defense Stat.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#fcf2d7;" | Divine Defense
| style="background-color:#fcf2d7;" | Divine Stance
| Active Technique
| Stance Technique  
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Divine Defense| To change the rules of combat, use this Ability to activate the user's faith as their defense. Upon activating this Ability, Faith Proficiency will apply for Main Defense Stat (instead of for example Constitution). This Ability does not consume an Action. Divine Defense has no Cooldown, but when it is activated, it cannot be removed until end of Combat. If Divine Defense triggers Critical Strike, the user also gains +1 Block Token.  
| Grants the user {{#simple-tooltip: Divine Stance | During Paladin Stance, the user cannot use any Abilities from the following categories: Roguery Point Buy. While in Combat, the user treats all Enemies who are not of the same Religion as the user as Heretics, which alters their Paladin Point Buy Abilities. Afflicted Characters and Atheists are always considered Heretics, regardless of Religion. When the user reaches 4 HP, all Enemies, regardless of Religion, are considered Heretics. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown. }}
}}
| N/A
| N/A
|-
|-
|}
|}
===Divine Wrath===
 
This Pack allows the Paladin to turn Dark Magics on their users.
==Paladin Point Buy Packs==
===Divine Antimagi===
This pack allows the Paladin to lessen the power of Dark Magic, turning them to their weaker form.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#fcf2d7;" | Divine Wrath
| style="background-color:#fcf2d7;" | Divine Antimagi
| Active Technique
| Dispel Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Divine Wrath| To Counter Dark Magic, this Ability can be used to react and Counter a Sinistral Point Buy, or Theurgy Point Buy Ability targeting the user or one of their Allies. If Divine Wrath triggers Critical Strike, the Countered Ability is instead redirected to the user whose Ability was Countered instead. This Ability has a 2 Hour Cooldown.
| Grants the user {{#simple-tooltip: Divine Antimagi | To weaken Magic, use this Ability as a reaction to a Sinistral Magic Ability being used. That Magic Ability loses its Sinistral function, and becomes its non-Sinistral version, instead. Paladin Antimagi has a 2 Hour Cooldown. <u>'''If the target is a Heretic:'''</u> Also, apply the Silenced Status to the target for 2 rounds.
}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Divine Savior===
===Divine Savior===
This Pack allows the Paladin to save an ally in need.
This is for Paladins who truly embody the heroic ideal, protecting their Allies and insulating them from harm.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
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|-
|-
| style="background-color:#fcf2d7;" | Divine Savior
| style="background-color:#fcf2d7;" | Divine Savior
| Active Technique
| Dispel Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Divine Savior| To protect an Ally, use this Ability to shield them. Upon targeting an Ally, this Ally is removed from active combat by being encased in holy light, making them unable to move or perform any actions for 10 minutes (but Cooldowns continue ticking). After the 10 minutes have passed, if the Paladin using this Ability is still alive, they can reposition their encased ally in Emote Range, and the Target Ally gains +1 HP (if the Paladin is KO, the user cannot reposition). If Divine Savior triggers Critical Strike, the 10-minute timer is skipped and the user gains +2 HP, but cannot be repositioned. This Ability has a 4 Hour Cooldown.  
| Grants the user {{#simple-tooltip: Divine Savior | To protect an Ally, use this Ability as a reaction to an ally taking damage from an Enemy. The Ally gains 1 Block Token, and Heals +1 HP. Paladin Savior does not Stack, and has a 4 Hour Cooldown. <u>'''If the target is a Heretic:'''</u> If the attacking Enemy was a Heretic, heal +1 HP more to the Ally, and grant +1 Attack Stat (breaks cap up to 11) for the next 2 Attack Emotes.
}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Divine Aggro===
===Divine Aggro===
This Pack allows the Paladin to draw aggression to themselves.
This pack is for Paladins who aren't afraid to stick out in a fight, and want to draw attention from their allies, becoming the focus instead.  
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
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|-
|-
| style="background-color:#fcf2d7;" | Divine Aggro
| style="background-color:#fcf2d7;" | Divine Aggro
| Active Technique
| Buff Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| Grants the user {{#simple-tooltip: Divine Aggro| To draw aggression from allies, use this Ability to target an Enemy. This Enemy now has a choice: either they spend their next 2 actions attacking the user, or they gain the Brittle Debuff. This Ability can only be used on Targets who are actually able to attack the user, for example those in Melee Range, or those with Ranged Weapons. If Divine Aggro triggers a Critical Strike, instead of a Brittle Debuff applied to the enemy, the Paladin themselves gains +1 HP if the Enemy does not attack them for the next 2 turns. This Ability has a 2 Hour Cooldown.
| Grants the user {{#simple-tooltip: Divine Aggro| To draw aggression from allies, use this Ability to target all Enemies within Range. If the targeted Enemies attack anyone other than the user, the user can grant 1 Block Token to any Ally within Emote Range. If the targeted Enemies only attack the user, the user gains +2 Defense Stat (breaks cap up to 9) for the next 2 rolls. Divine Aggro has a 2 Hour Cooldown. <u>'''If the target is a Heretic:'''</u> Grant 2 Block Tokens, given to one Ally or spread between two Allies. If +2 Defense Stat, gain +3 instead, for the next 3 rolls.
}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Divine Aggro===
 
This Pack allows the Paladin to turn Dark Magics on their users
===Divine Aura===
This pack is for Paladins who want to be a beacon of fire and light, protecting their allies from harmful debuffs, but sometimes shining too brightly.
{| class="wikitable" style="width:50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#fcf2d7;" | Divine Aura
| Passive Power
| {{#simple-tooltip: 6 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Divine Aura | To reinforce one’s allies, Divine Aura is a constant effect radiating Holy energy around the user. The first time a Status Effect (except Blinded) would be applied to any Allies, or self, within Range, ignore that application, and instead apply the Blinded Status Effect, as the Aura’s radiance protects. Divine Aura can be maintained indefinitely, or it can be detonated, applying the Blinded Status Effect to all enemies within 2 Blocks of the User. If detonated, Divine Aura has a 4 Hour Cooldown. <u>'''If the target is a Heretic:'''</u> When detonated, choose one Heretic enemy, also apply Brittle Status Effect to them.}}
| N/A
|-
|}
===Divine Burn===
This pack is for Paladins who want to press their advantage, smiting their enemies when they strike.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#fcf2d7;" | Divine Aggro
| style="background-color:#fcf2d7;" | Divine Burn
| Active Technique
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| Grants the user {{#simple-tooltip: Divine Aggro| To draw aggression from allies, use this Ability to target an Enemy. This Enemy now has a choice: either they spend their next 2 actions attacking the user, or they gain the Brittle Debuff. This Ability can only be used on Targets who are actually able to attack the user, for example those in Melee Range, or those with Ranged Weapons. If Divine Aggro triggers a Critical Strike, instead of a Brittle Debuff applied to the enemy, the Paladin themselves gains +1 HP if the Enemy does not attack them for the next 2 turns. This Ability has a 2 Hour Cooldown.
| Grants the user {{#simple-tooltip: Divine Burn | To overwhelmingly harm foes, use this ability as a reaction to the user winning an Attack Dice Roll versus an Enemy by a margin of at least 5. In 2 turns, deal an extra 1HP of Damage to that Enemy. Divine Burn does not Stack, and has a 1 Hour Cooldown. <u>'''If the target is a Heretic:'''</u> Also deal another 1HP of Damage, another 2 turns after the first instance of extra Damage.}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Divine Blessing===
 
This Pack allows the Paladin to call upon the Gods for even greater blessings.
===Divine Smite===
This pack is for Paladins who want to cast away evil with an explosive command, sending their enemies flying backwards.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#fcf2d7;" | Divine Blessing
| style="background-color:#fcf2d7;" | Divine Smite
| Active Technique
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Divine Blessing| To increase Critical Strike chances, use this Ability to guarantee a Critical Strike on the next Ability (thus not needing to Dice Roll). This Ability consumes the turn and does nothing else. If this Ability triggers a Critical Strike, the next Ability is guaranteed to Critical Strike, and this Ability immediately goes off Cooldown. This Ability has a 4 Hour Cooldown.
| Grants the user {{#simple-tooltip: Divine Smite| To cast away foes, use this Ability on an Enemy within Range. Displace the target away from the user by 5 Blocks, and apply the Brittle Status to them. Divine Smite has a 2 Hour Cooldown. <u>'''If the target is a Heretic:'''</u> Also apply the Prone Status to the Target.}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Divine Aura===
 
This Pack allows the Paladin to reinforce other Paladins.
===Divine Rescue===
This pack is for Paladins who want to be the knight in shining armor for their allies, saving them from a tight spot and bringing them to safety.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#fcf2d7;" | Divine Aura
| style="background-color:#fcf2d7;" | Divine Rescue
| Active Technique
| Movement Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Divine Aura| To reinforce other Paladins, Divine Aura is a constant effect radiating Holy energy around the user. Anyone within Emote Range who has Divine Defense active gains +1 Faith Proficiency (breaking cap up to 11). This does not affect the user themselves, but if the user also has Divine Defense active, they can gain the benefit from other Paladins using Divine Aura. Divine Aura can stack twice on any Paladin, meaning they can never gain more than +2 Faith regardless of how many Divine Auras are present. This Ability has no Critical Strike as it is a permanent effect, nor does it have a Cooldown.  
| Grants the user {{#simple-tooltip: Divine Rescue| To save an Ally from a dire situation, pick up an Ally within 4 blocks of the user, and charge in any cardinal direction horizontally within Range. This movement does not trigger Opportunity Attacks, and does not count as using the Ally’s movement. At the end of the Movement, also grant the Ally 1 Block Token. Divine Rescue has a 2 Hour Cooldown. If the target is a Heretic: Instead target an enemy within range, picking up and dragging them along the ground before stopping at the end of your movement. This is considered a displacement, and the target is given the Prone and Brittle status effects if not countered.}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Divine Smite===
 
This Pack allows the Paladin to reinforce other Paladins.
===Divine Revive===
This pack is for Paladins who absolutely refuse to go down without a hard fight, bringing themselves back from defeat to fight on.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#fcf2d7;" | Divine Smite
| style="background-color:#fcf2d7;" | Divine Revive
| Active Technique
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Divine Smite| To cast away foes, use this Ability on a Target that is either a Spirit, possessed by a Spirit, Undead, a Vampire, or a Geist. The Target is Knocked Back by 10 Blocks, and has the Brittle Debuff applied to them. If this Ability triggers a Critical Strike, the Target is Knocked Back by 10 Blocks, and has 1 Damage Hit applied to them. This Ability has a 2 Hour Cooldown, and a Target affected by Divine Smite cannot be hit by another Divine Smite for 2 Hours after the first.
| Grants the user {{#simple-tooltip:Divine Revive| This Ability can only be used when the user reaches 0 HP, and has no function before that. When the user reaches 0HP activate this ability, and wait 5 minutes. At the end of the 5 minutes, the user immediately Revives with 2HP. If another Revive Ability (Sacred Revive, Chem Revive, etc). targets the user, it instead adds +2HP to Divine Revive for each other Revive used. Divine Revive has a 2 Hour Cooldown. <u>'''If the target is a Heretic:'''</u> If the enemy who KO’d the user is a Heretic, revive with +1 Attack Stat (breaks cap up to 11).}}
}}
| N/A
| N/A
|-
|-
|}
|}
{{Proficiency}}

Latest revision as of 00:21, 27 May 2024

The Ability and Proficiency System
This page involves the Abilities and Proficiency system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page. To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page. To see an indexed list of all Abilities, read the Ability List Page.

The Paladin Point buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. Flavor Text Goes Here.

Paladin Point Buy Rules

  • In order to Point Buy any Packs from Paladin Point Buy, the Character must be a devout worshipper of any Religion.
  • Paladin Point Buy usually derives its power from the Gods, so it is considered God Magic.
  • Paladin Point Buy can, however, be treated as Planar Magic, for religions that favor Planar Magic, or for Characters who can't/won't mix God & Planar Magic.
  • The above rule is "all or nothing" meaning Paladin Point Buy Packs must be All God Magic, or All Planar Magic.
  • Paladin Point Buy should generally have aesthetics of bright lights, holy warriors, and works best with the aesthetics of the following Religions: Unionism and Estelley.

Stance Ability

The Divine Stance Ability is required for all Paladin Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as at least one Paladin Point Buy Pack has been purchased. This Ability does not do much besides enable further Paladin Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Cancelled, or interrupted in any way. Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.

Ability Name Ability Type Ability Range Ability Description Modifiers
Divine Stance Stance Technique Self

Grants the user Divine Stance

N/A

Paladin Point Buy Packs

Divine Antimagi

This pack allows the Paladin to lessen the power of Dark Magic, turning them to their weaker form.

Ability Name Ability Type Ability Range Ability Description Modifiers
Divine Antimagi Dispel Power Emote Range

Grants the user Divine Antimagi

N/A

Divine Savior

This is for Paladins who truly embody the heroic ideal, protecting their Allies and insulating them from harm.

Ability Name Ability Type Ability Range Ability Description Modifiers
Divine Savior Dispel Power Emote Range

Grants the user Divine Savior

N/A

Divine Aggro

This pack is for Paladins who aren't afraid to stick out in a fight, and want to draw attention from their allies, becoming the focus instead.

Ability Name Ability Type Ability Range Ability Description Modifiers
Divine Aggro Buff Power Melee Range

Grants the user Divine Aggro

N/A

Divine Aura

This pack is for Paladins who want to be a beacon of fire and light, protecting their allies from harmful debuffs, but sometimes shining too brightly.

Ability Name Ability Type Ability Range Ability Description Modifiers
Divine Aura Passive Power 6 Blocks

Grants the user Divine Aura

N/A

Divine Burn

This pack is for Paladins who want to press their advantage, smiting their enemies when they strike.

Ability Name Ability Type Ability Range Ability Description Modifiers
Divine Burn Instant Power Melee Range

Grants the user Divine Burn

N/A

Divine Smite

This pack is for Paladins who want to cast away evil with an explosive command, sending their enemies flying backwards.

Ability Name Ability Type Ability Range Ability Description Modifiers
Divine Smite Instant Power 5 Blocks

Grants the user Divine Smite

N/A

Divine Rescue

This pack is for Paladins who want to be the knight in shining armor for their allies, saving them from a tight spot and bringing them to safety.

Ability Name Ability Type Ability Range Ability Description Modifiers
Divine Rescue Movement Power 10 Blocks

Grants the user Divine Rescue

N/A

Divine Revive

This pack is for Paladins who absolutely refuse to go down without a hard fight, bringing themselves back from defeat to fight on.

Ability Name Ability Type Ability Range Ability Description Modifiers
Divine Revive Instant Power Self

Grants the user Divine Revive

N/A