Hey! I thought of a new class, which is the Warden (or the Sentinel for the reskinned ranked classes). This class is all about tanking damage and dealing moderate amounts of damage, at the cost of weak range and mobility. At first, it might just seem like the warrior class, but where it shines is its spells. So, without further ado, here is a rundown of the theoretical class! Class Creation When you create the class, you will be met with the following stats: ⚔ Damage - - - - - ♥ Defence - - - - - ➵ Range - - - - - ✺ Spells - - - - - Difficulty ★ ★ ★ Weapon: Flail Donor-Exclusive Reskin: Sentinel "The bane of those who oppose the light. Wardens are one of the best classes for spells, and their natural defence is on par with those devastating spells, at the cost of a short range and rather weak damage. They have multiple spells which help them keep punishing enemies at bay." Attacks Main Attack - Melee, but has an arched shape of white smoke particles. The attack starts from above the Warden's head, and swings down 3 blocks in front of them. It's like warrior's main attack, only it is vertical, not horizontal. The Warden's main attacks are rather weak. Spells (→ means an elemental conversion) - Ground Pound R-L-R (Gaia's Touch) [Lv.1,Lv.16,Lv.36] Mana Cost: Grade 1: 6, Grade 2: 5, Grade 3: 4 Damage: +30% Neutral, →20% Earth per piece of debris Sends a volley of 6 debris blocks (they look like dirt for Wardens and leaves + grass blocks for Sentinels) up 3 blocks into the air in front of the player, and when the debris lands, it deals damage and slows hit mobs. Mobs and bosses can get hit by a maximum of 4 pieces of debris per spell cast. The Grade 2 spell shoots up a volley of 8 debris blocks. - Griffin Incantation R-R-R (Phoenix's Ascension) [Lv.11,Lv.26,Lv.46] Mana Cost: Grade 1: 5, Grade 2: 4, Grade 3: 3 Damage: +20% Neutral, →20% Fire Shoots the player up 5 blocks, and after a second, the player is pulled 5+(Grade*3) blocks in the direction they are facing. While performing this spell, the player is given slow fall. The player is given jump boost 2 for 1+Grade minutes. The Grade 3 spell casts an explosion when the player lands, not dealing damage to the player. - Chaos Halo R-R-L (Tesla Coil) [Lv.21,Lv.36,Lv.56] Mana Cost: Grade 1: 10, Grade 2: 9, Grade 3: 8 (20s cooldown for all grades) Damage: +70% Neutral, →30% Thunder, →30% Air, →10% Fire Summons a ring (or spiral for Sentinel) of lightning around the player every 5 seconds, 4 blocks from the player. Stun hits mobs for Grade/3 seconds. The duration of the spell is 20 seconds. As long as the duration of the spell lasts, all spells cannot be cast. The player is given +75% Exploding for the duration. The Grade 2 spell allows other spells to be cast, at the cost of a 5 second cooldown between spell casts and a spell damage penalty of 70% for the duration of Chaos Halo/Tesla Coil. - Whirlpool R-L-L (Charybdis) [Lv.31,Lv.46,Lv.66] Mana Cost: Grade 1: 8, Grade 2: 7, Grade 3: 6 Damage: +10% Neutral, →30% Water, →20% Air Casts a spiral of water particles 2 blocks around the player. All mobs caught in the spiral are knocked back 4+(Grade*2) blocks and are stunned in place for 0.5 seconds. After the 0.5 seconds, they are sucked in before being cast up into the sky 0.5 seconds later, when most of the damage is dealt. The mobs then fall down onto the ground and are given slowness, which is a good time to cast a Ground Pound spell. The Grade 3 spells launches the player 4 blocks backwards. So, that is a rundown of the theoretical Warden class. If you think that there are any overpowered/underpowered spells or if you want to suggest improvements, constructive criticism is welcome. Also, here's some models for the flails. Edit 1 Comments: Swapped Whirlpool and Chaos Halo around. Balance Changes. I might make the class into a playable thing with commands, if I don't get wrecked by end of year exams. Until then, Thanks for reading and have a good day!