Base Class: Wizard
A spellslinger specialises in throwing out multiple spells in a short time, but at a cost of effectiveness. These rare wizards, unlike their studious counterparts, rather seek the thrill of combat and adventure, rather than engaging in a calm evening along with a good book and a cup of tea. They are, however, more skilled in fieldwork where their talents may come to shine.
Thrillseeker
Beginning when you select this archetype at 2nd level, your combat abilities expand, giving you an adrenaline rush to dodge your opponents attacks more easily.
+2 AC upon casting a damaging spell or cantrip.
Magic Reserves
Beginning at 2nd level, you can store and steal excess magical energies after resting for a bit or seeing another spellcaster casting a spell to restore your own. After such an event occurs, you store one charge of your spell reserves up to half your wizard level, rounded up, and restore your spell slots using your arcane recovery rules, but without needing a short rest.
Superspell
Starting at 6th level, you gain the ability to attack multiple times with your simpler spells, and give them more stopping power. You automatically add your INT modifier to any one damaging cantrip of your choice and can choose to attack twice with that cantrip, but at a cost of less accuracy.
Emergency spell
Beginning at 10th level, you can instantly remember any of your recorded spells from your spellbook and cast it at its lowest level, expending an equivalent level spell slot with it. You can use this feature only once per long rest.
Keen Mind
Starting at 14th level, you become keen while fighting your enemies. Your AC raises by your INT modifier, and any harmful effect that may befall you fails to work, should you dodge it properly.
Additionally, if you come under any harmful effect, you can teleport silently up to 30 ft. to any unoccupied space. Any harmful effect fails on you should you successfully teleport out of range/area of effect.
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