Martial Archetype

Magicutioner

The Magicutioner is a trained destroyer of all things magic. Spellcasters—be they arcane or divine—tremble at the sight of an enemy Magicutioner, knowing that their foe's mere presence is enough to disrupt or sever their magical connection. A Magicutioner often has a personal vendetta against spellcasters, magic items, or simply the essence of magic itself, and they seek to destroy it at every turn.

Scorn

When you choose this archetype at 3rd level, your extreme disdain for magic drives so deeply to your core that it manifests itself as a form of antimagic that courses through your veins. This antimagic power is known as scorn.

Some of your Magicutioner features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Scorn save DC = 8 + your proficiency bonus +

your Constitution modifier

Adversarial Knowledge

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Arcana, Insight, Investigation, Nature, or Religion. Alternatively, you learn one language of your choice.

Spell Obstruction

Starting at 3rd level, your life force is a bastion against the magical energy that suffuses the multiverse. Whenever a creature within 10 feet of you casts a spell, you can use your reaction to momentarily exert your scorn on the area around them and attempt to disrupt their magical connection.

When you do so, the creature must make a saving throw using its spellcasting ability against your Scorn save DC. On a failure, the creature’s spell fails and has no effect.

The range for this feature increases when you reach certain levels in this class, increasing to 30 feet at 10th level and 60 feet at 15th level.

You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

Magic Purge

At 7th level, you learn to perform a powerful antimagic ritual on one magic item you are holding or on magical effects within 30 feet. You perform the ritual over the course of 1 hour, which can be done during a short rest.









Magic Item. When you complete the ritual, you can choose one magical property of the item and permanently eradicate it. If the item has no remaining magical properties, it becomes a nonmagical, mundane item.

When you destroy an item's magical property in this way, your antimagic resolve is invigorated for up to 8 hours. For the duration, you can channel your scorn into your weapon attacks to gain a +1 bonus to attack and damage rolls. While under this effect, your weapons overcome resistance and immunity to nonmagical attacks and damage.

The bonus increases when you reach certain levels in this class, increasing to +2 at 10th level and +3 at 15th level.

Magical Effects. When you begin the ritual, choose one creature, object, or magical effect within range. At the end of the ritual, all curses and any spells of 3rd level or lower on the target end. For each spell of 4th level or higher on the target, make a Constitution check. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

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Art Credit: Nestor Ossandon