The Mageknight is a warrior who blends magic and might in the heat of combat. While mageknights aren’t strictly limited in their choice of spheres, they more often than not tend to gravitate toward complimentary pairs of magical spheres based upon the path they choose to follow.
Quick Build
You can make a mageknight quickly by following these suggestions. First, choose the Noble background. Choose Mysticism as your casting tradition. Wisdom should be your key ability and highest score. Your next-highest score should be Strength or Dexterity, depending upon whether you want to focus on melee weapons or ranged combat (or finesse weapons). Your third-highest score should be Constitution.
Note: If you are also using *Spheres of Might*, trade out your medium armor, shield, and martial weapon proficiencies for the Knight martial tradition.
Class Features
As a mageknight you gain the following class features.
Hit Points
Hit Dice: 1d10 per mageknight level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per mageknight level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons. If using *Spheres of Might* and this is your first level in a class, you can trade out your proficiency with martial weapons, medium armor, and shields for a martial tradition.
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: One each of
- Strength, Intelligence, or Charisma
- Dexterity, Constitution, or Wisdom
Skills: Choose any two.
Equipment
You start with the following equipment, in addition to the equipment granted by your background and tradition(s):
- (a) dungeoneer's pack or (b) an explorer's pack
Spherecasting
You can combine spheres and talents to create magical effects.
Casting Tradition
If you do not already have a casting tradition, you gain one at 1st level. Your casting tradition determines your key ability modifier.
Blended Training
You gain 3/4ths of a magic talent every level, according to Table: Mageknight. If you are using *Spheres of Might*, any time you would gain a magic talent with this feature, you can instead choose a martial talent.
Spell Pool
You gain a small reservoir of energy you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum: 1). You gain additional spell points equal to half your mageknight level (rounded down). This pool replenishes once per day after a long rest.
Note: If multiclassing, spell points from your key ability modifier are only gained once.
Table: Mageknight| Level | Proficiency Bonus | Features | Magic Talents | Path Talents | Spell Points |
|---|---|---|---|---|---|
| 1st | +2 | Spherecasting, Mageknight Path, Martial Focus | 1 | 0 | 0 |
| 2nd | +2 | Danger Sense, Fighting Style | 1 | 0 | 1 |
| 3rd | +2 | Mageknight Path Feature | 2 | 0 | 1 |
| 4th | +2 | Ability Score Improvement | 3 | 0 | 2 |
| 5th | +3 | Extra Attack | 3 | 1 | 2 |
| 6th | +3 | Mageknight Path Feature | 4 | 1 | 3 |
| 7th | +3 | Draw Power | 5 | 1 | 3 |
| 8th | +3 | Ability Score Improvement | 6 | 1 | 4 |
| 9th | +4 | - | 6 | 2 | 4 |
| 10th | +4 | Mageknight Path Feature | 7 | 2 | 5 |
| 11th | +4 | Stalwart | 8 | 2 | 5 |
| 12th | +4 | Ability Score Improvement | 9 | 2 | 6 |
| 13th | +5 | - | 9 | 3 | 6 |
| 14th | +5 | Mageknight Path Feature | 10 | 3 | 7 |
| 15th | +5 | Unabated | 11 | 3 | 7 |
| 16th | +5 | Ability Score Improvement | 12 | 3 | 8 |
| 17th | +6 | - | 12 | 4 | 8 |
| 18th | +6 | Mageknight Path Feature | 13 | 4 | 9 |
| 19th | +6 | Ability Score Improvement | 14 | 4 | 9 |
| 20th | +6 | Spell Critical | 15 | 4 | 10 |
Martial Focus
Mageknights can achieve martial focus (even if they do not possess a martial tradition or martial talents). They gain their martial focus after a minute of rest, or by taking the Dodge action. A mageknight cannot have more than one martial focus and cannot by any means regain focus more than once per round.
When a mageknight has martial focus, they can expend their focus before making any single Strength, Dexterity, or Constitution saving throw to treat the die as if it had rolled a 10. This feature counts as possessing the *Spheres of Might* ability of the same name for the purpose of interacting with other feats, features, and martial talents or abilities.
Once a mageknight has gained martial focus, the mageknight remains focused until they expend their focus, become unconscious, or go to sleep (or enter a meditative trance).
Mageknight Path
At 1st level, you can choose a path that reflects how your blend your magical and martial power: Armorist, Spellblade, Psionist, and Shapeshifter, all detailed at he end of the class description. This path grants you additional features at 3rd, 6th, 10th, 14th, and 18th level.
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Fighting Style
At 2nd level, you gain a fighting style. Choose one of the following options.
- Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense: While you are wearing armor, you gain a +1 bonus to AC.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Magic Spheres Adept: (*Prerequisites: You must have an Intelligence, Wisdom, or Charisma score of 13 or higher to select this style option.*) You gain a casting tradition. You do not, however, gain any spell points. If you already possess the casting feature or gain it later, you may exchange this benefit to instead gain 1 bonus magic talent of your choice.
- Martial Spheres Apprentice: (*Spheres of Might only*) You gain a bonus martial talent. If you don’t possess it already, you gain the ability to achieve martial focus.
- Natural Weapon Fighting: When you attack using only natural weapons (bites, claws, slams, etc.), you score a critical hit on a roll of a 19 or 20.
- Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Draw Power
Beginning at 7th level, when you reduce a target to 0 hit points or deal damage to a creature with a critical hit, you gain 1 temporary spell point that disappears at the end of your next turn. The creature must have a CR of at least half your character level (rounded down).
Stalwart
At 11th level, you may expend your martial focus to change the die result of any saving throw (not just Strength, Dexterity, and Constitution saving throws) to a 10, and may do so after the saving throw was rolled.
Unabated
At 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to expend your martial focus to drop to 1 hit point instead. In addition, when you roll initiative and do not have martial focus, you regain martial focus.
Spell Critical
At 20th level, whenever you critical hit with a weapon, natural attack, or unarmed strike, you can cast a sphere effect that requires an action as a bonus action.
Mageknight Paths
The path a mageknight walks heaviliy influences the techniques and magic that they focus on.
Armorist Path
An armorist is a mageknight that specializes in creating and enhancing equipment, summoning the exact tool needed to meet the situation at hand.

Create Equipment
At 1st level, a mageknight with the armorist path gains the Creation sphere with the Personal Armaments variant. If you already possess the Creation sphere, you instead gain the Armaments talent from the Creation sphere as a bonus talent. If you already possess the Armaments talent, you instead gain another talent of your choice from the Creation or Enhancement spheres.
When casting the Armory ability from the Armaments talent as an action, you can expend your martial focus to also cast the Arsenal ability as part of the same action. Arsenal ends automatically when Armory does.
Quick Enhancements
At 3rd level, you can expend your martial focus as a bonus action to treat any weapon you attack with as magical for the purpose of overcoming damage resistance or immunity for 1 minute; this is considered an *enhance* effect. If you possess the Enhancement sphere, you can *enhance* your own worn armor or wielded weapons through the Enhancement sphere as a bonus action. If you possess the Enhanced Creation (dual sphere) talent from the Universal sphere, you can expend your martial focus to *create* and *enhance* a weapon or suit of armor for yourself as a single bonus action.
Path Talents
At 5th, 9th, 13th, and 17th levels, you gain a bonus magic talent from either the Creation or the Enhancement spheres.
Intuitive Armorist
At 6th level, you can expend your martial focus to reduce the spell point cost of a Creation or Enhancement sphere ability by 1 (minimum: 0). You can only use this feature during combat.
Rigorous Creations
At 10th level, when you *create* or *enhance* armor, a shield, or a weapon that you are wearing or wielding, you cannot lose concentration on that effect due to taking damage. Other sphere effects that are maintained through concentration as part of the same action as your *create* or *enhance* ability can still be broken as a result of taking damage.
Potent Enhancement
Beginning at 14th level, whenever you *enhance* armor you are wearing or a shield or weapon you are wielding, that armor or shield grants an additional +1 to armor class, or that weapon gains a +1 bonus to attack and damage rolls. This has no effect on magic armor, shields, or weapons that already grant a similar permanent bonus; I.e. Potent Enhancement stacks with bonuses granted by the Enhance Equipment (enhance), but will not grant an already magical +3 weapon or armor an additional +1.
Unbreaking Creations
At 18th level, you have advantage on all concentration checks made with Creation and Enhancement sphere effects.
Psionicist Path
Through the combined power of using mind magic to read an opponent’s actions and telekinesis to push their own movements to impossible limits, psionicists are a powerful force on any battlefield.

Telekinetic
At 1st level, a mageknight with the psionicist path gains the Telekinesis sphere as a bonus sphere. If you already possess the Telekinesis sphere, you instead gain another talent of your choice from the Mind or Telekinesis spheres.
Psionic Movement
Starting at 3rd level, you can use telekinesis to aid in your body’s natural movement. Your jump distance is tripled. You can expend your martial focus to use the dodge, dash, or disengage action as a bonus action. You can expend your martial focus as a reaction when you fall to reduce any falling damage you take by an amount equal to five times your mageknight level.
Martial Focus and Psionic Movement
A psionicist using psionic movement to dodge can regain their martial focus immediately after taking the dodge action, provided that they have not already regained martial focus earlier in the round. Additionally, such characters will not be able to regain martial focus later in the round, through other means.
Path Talents
At 5th, 9th, 13th, and 17th levels, you gain a bonus magic talent from either the Mind or the Telekinesis spheres.
Intuitive Psionicist
At 6th level, you can expend your martial focus to reduce the spell point cost of a Mind or Telekinesis sphere ability by 1 (minimum: 0). You can only use this feature during combat.
Evasion
Beginning at 10th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an *ice storm* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Psionic Reflexes
At 14th level, you gain 1 additional reaction each round.
Two Minds
At 18th level, you can concentrate on up to two different effects at the same time.
Intuitive Path Feature and Combat
For the purpose of the Intuitive Path feature, combat begins after you have rolled for initiative, and ends when your part in the conflict has concluded, and up to 1 minute thereafter.
You cannot use the Intuitive Path feature except against serious enemies in a serious fight; sparring with allies or attacking harmless creatures are not sufficient to build the energy necessary to utilize the feature.
Shapeshifter Path
Shapeshifters use magic to assume the best form for any given situation, then tear their enemies to shreds with bites, claws, or tentacles.

Shapechanger
At 1st level, a mageknight with the shapeshifter path gains the Alteration sphere as a bonus sphere. If you already possess the Alteration sphere, you instead gain another talent of your choice from the Alteration or Life spheres.
Quick Transformation
Starting at 3rd level, you expend your martial focus to reduce the casting time of an Alteration or Life sphere ability from an action to a bonus action. If you possess the Transformation feat, you can expend your martial focus to assume your chosen form as a bonus action.
Path Talents
At 5th, 9th, 13th, and 17th levels, you gain a bonus magic talent from either the Alteration or the Life spheres.
Intuitive Shapeshifter
At 6th level, when casting an Alteration sphere ability, you can expend your martial focus to reduce the spell point cost by 1 (minimum: 0). If targeting only yourself with the Alteration sphere ability, you can instead expend your martial focus to reduce the spell point cost by 2 (minimum: 0). You can only use this feature during combat.
Bestial Trait
At 10th level, whenever you take a long rest you can choose either two traits you know that don’t cost spell points to use, or one trait that costs only 1 spell point to use. You gain the chosen traits, even in your unaltered form, until you change them during a long rest. These traits do not count against your trait totals during any *shapeshift*. You can suppress or re-manifest these traits once per round with no action.
Metamorphic Healing
Starting at 14th level, if the final spell point cost of your *shapeshift* is 1 or more spell points, you can choose to also restore a number of hit points on the target equal to five times your mageknight level. If the final spell point cost of a Life sphere ability you cast is 1 or more spell points, you can change your chosen traits from the Bestial Trait feature as if you had taken a long rest. You can use the Metamorphic Healing feature twice between long rests.
Second Skin
At 18th level, you become a master of Alteration magic. Whenever you change your own form with *shapeshift*, it is no longer considered a magical effect. This means it cannot be dispelled or countered, and can be used within an antimagic field.
Spellblade Path
A spellblade focuses on channeling their magical power through their weapons to damage their foes.
Sphere Channeling
At 1st level, a mageknight with the spellblade path gains the Universal sphere [metasphere package] as a bonus talent; The (metasphere) talent that you gain when you first acquire the sphere must be used to gain the Striking (metasphere) talent. If you already possess the metasphere package, you instead gain the Striking (metasphere) talent. If you already possess the Striking (metasphere) talent, you instead gain the Destruction or Protection sphere as a bonus talent.
Spell Combat
Beginning at 3rd level, after you take the Attack action, you can expend your martial focus to cast a magic sphere effect as a bonus action, provided that they meet the following prerequisites:
- The total amount of spell points spent on the effect at the time of casting is no greater than 0.
- A casting time of 1 action.
Spell Combat and Similar Resources
For the purpose of interacting with a Spellblade Mageknight's Spell Combat feature, other resources such as blood points, Hit Dice, and tension also count as spell points; A Sage Striker who spends 1 tension, or a Blood sphere effect which costs a blood point or Hit Die do not meet the prerequisites for Spell Combat to be cast as Bonus action.
Martial focus is never considered as a resource for the purpose of interacting with the Spell Combat feature.
Path Talents
At 5th, 9th, 13th, and 17th levels, you gain a bonus magic talent from either the Destruction or Protection spheres.
Intuitive Spellblade
At 6th level, you can expend your martial focus to reduce the spell point cost of a Destruction or Protection sphere ability by 1 (minimum: 0). You can only use this feature while in combat.
Eldritch Strikes
At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a magic sphere effect you cast before the end of your next turn.
Broadcast Blade
Beginning at 14th level, you can expend your martial focus when making a weapon attack to twist space, affecting all enemy targets within 5 ft. of the target of your attack. You must roll separately for each target.
Resist Magic
At 18th level, you have advantage on saving throws against spells and other magical effects.
New Creation Sphere Talents
Armaments
You gain the Armory and Arsenal abilities, which allows you to create armor and weapons that otherwise would require Complex Creation and/or Expanded Materials. If you possess the Restrictive Creation talent, you may apply the augment to allow you to target unwilling creatures.
Armory
Casting Time: 1 action or bonus action, chosen at the time of casting.
You can create armor that you are proficient with directly onto the body of a willing target within range. You can create your choice of padded, chain shirt, or ringmail armor. The types of armor you can create expands at 5th (to include leather, scale mail, and chainmail), 11th (to include studded, breastplate, and splint mail), and 17th level (to include hide, half-plate, and plate). Doffing the armor takes the normal amount of time for its type, but you can use a bonus action to cause the armor to dissipate from or reappear donned on a willing target in range.
Arsenal
Casting Time: 1 action or bonus action, chosen at the time of casting.
You can create a weapon or shield that you are proficient with into the hand of a willing target within range. If the target has two free hands you may instead create two one-handed weapons (or a one-handed weapon and a shield) you are proficient with. If you create a ranged weapon, it also produces an amount of ammunition each round equal to your proficiency bonus.
If the target drops the weapon or throws it, it dissipates at the end of the turn. Any ammunition created by this effect also dissipates at the end of the turn. Thereafter, while the effect persists, you can use a bonus action to cause the weapon or shield to reappear in the hand of a target within range.
New Creation Sphere Variants
Personal Armaments
You can only *alter* or *create* armor, shields, and weapons with your create sphere ability. You gain the Armaments talent as a bonus talent.
New Protection Sphere Talents
Shield (succor)
When you or an ally are hit by an attack or targeted by the *magic missile* spell, you can dismiss an *aegis* on that creature; Until the start of your next turn, the creature gains a bonus to AC equal to your proficiency bonus, including against the triggering attack, and takes no damage from *magic missile*.
| Spheres of Power by Drop Dead Studios | ||||
|---|---|---|---|---|
| Using Spheres of Power | ||||
| Classes | ||||
| Elementalist | Incanter | Mageknight | Prodigy | Soul Weaver |
| Spheres | ||||
| Alteration | Conjuration | Creation | Dark | Death |
| Destruction | Divination | Enhancement | Fate | Illusion |
| Life | Light | Mind | Nature | Protection |
| Telekinesis | Time | Universal | Warp | Weather |
| Other Rules | ||||
| Casting Traditions | Conditions | Feats | Magic Items | Wild Magic |
| Buy It Now On DriveThruRPG | ||||
| Spheres of Might by Drop Dead Studios | ||||||
|---|---|---|---|---|---|---|
| Using Spheres of Might | ||||||
| Classes | ||||||
| Alter Ego | Armiger | Artisan | Commander | Conscript | Scholar | Striker |
| Spheres | ||||||
| Alchemy | Athletics | Barrage | Barroom | Beastmastery | Berserker | Brute |
| Dual Wielding | Equipment | Fencing | Gladiator | Guardian | Leadership | Retribution |
| Scoundrel | Scout | Shield | Sniper | Tinkerer | Trap | Warleader |
| Wrestling | ||||||
| Other Rules | ||||||
| Combat Actions | Conditions | Feats | Martial Traditions | Mundane Equipment | ||
| Buy It Now On DriveThruRPG | ||||||



