I was playing with the idea of a anti-mage and realize that the monster Slayer subclass has a some of what I was looking for but need some tweets. Would love your feedback on this design
Person may need a new name like The Witch Hunter’s, the Spell Plague, The Weave Warden.
( level 3 ) Augmented strikes - your strikes deals extra damage equal to your wisdom modifier and you gain a number of weapon masteries equal to your wisdom modifier once per turn you can apply one of these additional weapon masteries to your attack.
( level 3 ) Scholarly Pursuits - You can apply your wisdom modifier to all intelligent check and saving throws. Choose one of the intelligent skill to gain expertise in.
( level 7 ) - Hunter’s Sense you gain the ability to peer at a creature and magically discern how best to hurt it. As apart of your action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Supernatural Defense At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. You may spend the use of Favored Enemy, to add a 1D6 to your saving throw and whenever you make an ability check. The dice scales at a 1d10 at level 20.
Magic-User’s Nemesis At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Debilitating Counter At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If an enemy of your forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Supreme natural defense - You can spend a use of favored enemy and apply that dice roll to your DC saving throw or your armor class until the end of your next turn.
The spell list for the monster Slayer would stay the same. I think it's pretty good. It fits the theme.
I was playing with the idea of a anti-mage and realize that the monster Slayer subclass has a some of what I was looking for but need some tweets. Would love your feedback on this design
Person may need a new name like The Witch Hunter’s, the Spell Plague, The Weave Warden.
( level 3 ) Augmented strikes - your strikes deals extra damage equal to your wisdom modifier and you gain a number of weapon masteries equal to your wisdom modifier once per turn you can apply one of these additional weapon masteries to your attack.
( level 3 ) Scholarly Pursuits - You can apply your wisdom modifier to all intelligent check and saving throws. Choose one of the intelligent skill to gain expertise in.
( level 7 ) - Hunter’s Sense
you gain the ability to peer at a creature and magically discern how best to hurt it. As apart of your action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Supernatural Defense
At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. You may spend the use of Favored Enemy, to add a 1D6 to your saving throw and whenever you make an ability check. The dice scales at a 1d10 at level 20.
Magic-User’s Nemesis
At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Debilitating Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If an enemy of your forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Supreme natural defense - You can spend a use of favored enemy and apply that dice roll to your DC saving throw or your armor class until the end of your next turn.
The spell list for the monster Slayer would stay the same. I think it's pretty good. It fits the theme.