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QueenOfKelp's Custom Classes

Adds 5 playable classes with unique powers.

This mod currently contains (5) new classes which each provide a variety of new abilities and drawbacks. Press "o" (default keybindings) to open the class menu and choose one. Press "c" and "z" (default keybindings) to activate your primary and secondary powers respectively.

 

Classes:

 

👑 Queen - Identified by golden crown which replaces helmet

 

Rally (Active Skill) - 30 second cooldown

Gives herself and all entities in a 5 block radius speed and resistance 1 for 10 seconds. 

 

Queen’s Gambit (Active Skill) - 60 second cooldown

Reduces the queen’s health down to half a heart, but gives her the Queen’s Gambit buff effect for 4 seconds. The buff effect is equivalent to strength II, and provides a life steal effect which heals the queen for the amount of damage she deals (after armor reduces the damage). 

 

Execution (Passive)

When the queen damages an entity, if that entity’s health is left at 20% or less of its maximum health it will be instantly killed.

 

High Standards (Debuff)

Can only wear gold armor. Gold armor gets a 67% durability boost.

 

Assassin’s prey (Debuff)

Takes 35% extra damage from attacks to her back



 

💊Doctor - Identified by head mirror

 

Life Saver (Active Skill)

Throws a healing I potion. Throwing a potion costs 20 charge, and the doctor can have a maximum of 60 charge stored. 1 charge regenerates per second.

 

Taste of Your Own Medicine (Active Skill) - 4 second cooldown

Throws a bouncing pill which deals 4 damage to the target it hits.

 

Doctors Never Die (Passive)

The doctor has a permanent reactive healing effect. When not at full health, the doctor gains regeneration I. Below half health, the doctor gains regeneration II. Below 20% health, the doctor gains regeneration III and a continuous dinging sound effect plays.

 

Oath to do No Harm (Debuff)

Permanently has 4 less melee attack damage, equivalent to having weakness I.

 

Not Trained For Combat (Debuff)

Cannot wear heavy armors (diamond armor, netherite, and other equivalent armors)

 

 

🫘Magic Bean - Identified by sprout

 

Beanstalk (Active Skill) - costs 29 photosynthesis

Grows a vine up from where they are standing. It extends up 25 blocks tall or until it is stopped by a block. Cannot replace blocks and plays a villager sound effect if the vine can not be grown where they are standing.

 

Coffee Bean (Active Skill) - costs 60 photosynthesis

Gains the caffeinated buff for 30 seconds. The caffeinated buff provides +20% movement speed, 25% attack speed, and +35% mining speed.

 

Jumping Bean (Active Skill) - costs 9 photosynthesis

Can triple jump in mid air

 

Jelly Bean (Passive)

Takes no fall damage, and bounces upwards as though the ground was a slime block when landing with enough vertical velocity.

 

Photosynthesis (Debuff)

The magic bean relies on sunlight to survive. They have a charging meter with a maximum capacity of 120, and it recharges based on the light level they are in. It has a maximum charging rate of 1 per second, and sunlight will charge it faster than artificial lights. When in pitch darkness, the meter slowly lowers. At 0% charge, the magic bean will gain the wither and slowness effects and rapidly die. The photosynthesis meter is also consumed by their other abilities.

 

 

💿Beta Tester - Identified by glasses

 

Lag Back (Active Skill) - 30 second cooldown

Instantly teleports to where they were standing 5 seconds ago. Creates a particle trail between the start and end locations.

 

Untested Power (Active Skill) - 20 second cooldown

Causes a random effect from a large list of possible options. Can spawn objects near them, launch projectiles, teleport to where they are looking, grant potion effects, etc

 

Unstable (Passive)

When taking damage there is a 25% chance that they will teleport. The teleport is identical to a chorus fruit teleport.

 

Glitch (Debuff)

Grants a random potion effect. Most are negative, some are positive. Roughly a 1/300 chance of activating per second

 

Snafu (Debuff)

Grants a random potion effect to a nearby entity. Most are positive, some are negative. Roughly a 1/180 chance of activating per second.

 

 

💀Necromancer - Identified by bone crown

 

Raise The Dead (Active Skill) - 15 second cooldown, costs 10 souls.

Summons an undead minion, randomly selected from either a zombie or a skeleton, and has a rare chance of summoning it as a variant (husk, stray, etc). The necromancer can have up to 4 minions summoned at once. If a minion gets more than 20 blocks away while following, they will teleport to the necromancer. The minions will not aggro onto nearby mobs by default but will if they damage the necromancer. The minions are always able to pick up equipment. If 4 minions are already summoned, this power will instead heal the minions which already exist. The minions will follow behind the necromancer unless they are attacking. 

 

Command Minions (Active Skill)

Commands the minions to perform a specific action. Note that commands can only target blocks and entities within 50 blocks.

 

List of Commands and how to activate them:

Attack Entity:  Press the button while looking at an entity to send one minion after it. Hold down right click before using the command to send all minions after the entity. Note that pressing the button twice on the same entity will send 2 minions after it etc.

Hold Position: Press the button while looking at a block to send one minion to wait at that block. If the minion is a skeleton with a bow, it will continue to attack enemies while standing still. Hold down right click before using the command to send all minions to that position. If the necromancer gets more than 150 blocks away the minions will stop holding and will teleport to their owner.

Recall: Press the button while crouching to recall all minions back to their default follow state and disengage panic mode. Also resets their aggro.

PANIC MODE: Press the button while crouching and the minions are already recalled to recall all minions and send them into panic mode. In panic mode they will attempt to shield the necromancer with their bodies and attack anything that gets too close.

 

Soul Bank (Passive)

Gain souls when killing an entity with a melee attack, equal to 35% of that entity’s max health. Souls function as additional absorption hearts. The necromancer can store up to 30 souls (15 hearts).

 

Death’s embrace (Debuff)

The necromancer has no natural regeneration, and has 10 less max health (5 hearts).

 

 

Classic - No Identification

 

Health Boost (Passive)

+4 max health (2 hearts)

 

 

Mod commands (opped players only):

/power - this command can be used to set manual overrides to give and take powers from players

/class - can be used to forcefully change a players class

/disableClassChange - stops players from using the menu to change their class after they have already picked one

/enableClassChange - reenables changing class from the menu

 

Pls note that the mod is currently not configured to work for any languages other than english (en_us.json), so the class menu may not be readable in other languages. If you are using a different language then pls refer to this page to read the class info.

 

This mod is completely standalone and requires no other mods. There are no known incompatibilities. 

The QueenOfKelp's Custom Classes Team

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