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One of the many classes introduced in ''[[Spheres of Power]]'', [[Mageknight]] is (unsurprisingly), a [[Gish]] class. Like most ''Spheres'' based classes, it boasts a high level of customization, with most class features being chosen by the player (their talents are gained at every even level and called "mystic combat"s) and are fairly generic without taking an archetype (for which they have many). As low casters ([[Half Caster]]), they are intended to be martial characters with some magical tricks, rather than potent casters themselves. Like most ''Spheres'' classes, their [[Tier System|tier]] is a bit difficult to pin down due to their level of customization raising the question of what "optimization neutral" puts them at. Their low CL making Legendary Talents effectively capstone only aside from Life (which they can take a mystic combat to make work for them as a [[Full Caster]] for that sphere only) and limited magic power will generally keep them out of tier 2 well optimized spherecasters with Legendary Talents allowed can reach. They most likely belong to tier 3 and 4. As this class was quite basic at its core, it does have access to a broad number of [[archetype]]s. *'''Dragoon''' sacrifices a few defensive features for an animal companion, one that can also benefit from Mystic Combats. *'''Knightknight''' turns a low-caster to a mid-practicioner in ''Spheres of Might'', as befitting a class that sacrificed the "Mage" part of Mageknight (and yes, this is from a book full of bad gag archetypes). On top of gaining a [[Cavalier]] order and a special mark that's akin to a challenge (both from the Cavalier and the Challenge part of the Guardian sphere), they also gain a special pool of points that can be used for any non-casting Mystic Combats and can recharged quite quickly. *'''Martial Controller''' is a Champion combines the wards of the Protection sphere and the Patrol part of the Guardian sphere in order to make a character that has superb area control by attacking anyone that trigger the wards. *'''Martial Mageknight''' is the mandatory barebones Champion archetype that gives access to ''Spheres of Might'' without sacrificing anything. *'''Resizer''' loses plenty of class features, instead gaining an exceptional focus on the size-changing abilities of the Alteration sphere. ===5E=== As part of the 5E port of the ''Spheres'' system, the Mageknight was ported over with the Martial Mageknight archetype being built-in. While losing out on Mystic Combats due to the very simplified progression of 5E, the Mageknight doesn't just gain the fighting styles given to fighters and paladins, but also the ability to attack after casting if you spend Martial Focus. As with other 5E classes, you have a list of subclasses to select, each one giving extra talents from two focus spheres: *'''[[Armorist]]''' is carried over from the PF version, this allows them to summon and enhance weapons and armor from the ether through the Creation and Enhancement spheres. That said, this equipment must be sustained by concentration as the enhancements are considerably more powerful than they were in Pathfinder. *'''Psionicist''' is something akin to the [[Symbiat]] with its focus on the Mind and Telekinesis spheres. While the self-buffing features persist, they don't get any group buffs and instead get a pool of temp HP that can be refilled by spending points on powers. *'''Spellblade''' is a bit basic, with a focus on the Protection and Destruction spheres. They gain temporary spell points by killing enemies and make enemies they hit more vulnerable to powers. *'''Skinwalker''' is the 5E answer to the [[Shifter (Pathfinder)|Shifter]]. On top of a focus on the Alteration sphere and a lesser one on the Life sphere, there's the improvements to shapeshifting up to the ability to permanently gain a trait from transforming. {{PF-3PP-Classes}}
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