Divine Wings

Arcane Blast

The last of the four callings went to someone who was already dying, and asked the sky for one more sunrise for somebody else instead of themselves. The wings that answered don't fight so much as refuse - refuse the killing blow, refuse to let an ally fall alone, refuse to let a landing be anything but a small mercy.

The support pick - keeps you (and your squad) topped up in the air, saves you from a killing blow once in a while, and turns a slam into a full battlefield blessing-or-banishment.

Passive - Steady Regeneration

Every 3 seconds, you heal 1 heart (2 HP) - but only if you're not already at full health, so it never wastes a tick topping off nothing. Just having the attachment and an intact Elytra equipped is enough; you don't need to be gliding for it to tick.

Guardian Angel

Once every 5 minutes, a hit that would otherwise kill you is cancelled entirely - you're left standing at exactly 1 HP instead, with Regeneration II (45s), Absorption II (5s), and Fire Resistance (40s) to help you recover. Like the passive above, it doesn't require you to be flying - just having the attachment and an intact Elytra equipped is enough, so it can save you even mid-fight on the ground. Then it's on cooldown for the full 5 minutes before it can trigger again.

Arcane Blast

Charge by holding Sprint while gliding (up to 5s), then land. Arcane Blast is the only slam that treats allies and hostiles completely differently in the same blast - and it escalates through 5 distinct power steps as your charge climbs, not a smooth linear scale like the others:

ChargeHeal / AbsorbRegenHostile: Slow / Levitate
0-20%2 heartsLevel I, 2sLv.I 2s / Lv.I 1s
20-40%4 heartsLevel I, 4sLv.I 3s / Lv.I 2s
40-60%6 heartsLevel I, 6sLv.I 4s / Lv.I 3s
60-80%8 heartsLevel II, 8sLv.II 4s / Lv.II 3s
80-100%10 heartsLevel II, 10sLv.II 5s / Lv.II 4s

Allies and neutrals caught in the blast are healed and buffed by the numbers above (players also get the Absorption listed). Hostiles get none of that - instead they're shoved away from the impact point and hit with the Slowness/Levitation listed, sending them tumbling helplessly into the air. Self always gets the heal/absorb/regen too, on top of whoever else is caught.

"One blast, two blessings - mercy for your friends, judgment for your foes."