- Tags:: #[[Dungeons & Dragons]]
- Why be a hybrid wizard? (story reasons)
- wanting to see the world outside of academia
- mentor abandonment
- What you lose:
- [[Ritual Casting]]
- [[ttrpgs/Order of the Wandering Mind/Spellbook]]
- [[ttrpgs/Order of the Wandering Mind/Arcane Implement Mastery]]
- Role:: Controller
- Power Source: Arcane
- Key Abilities::
- [[Intelligence (Int)]]
- [[Wisdom (Wis)]]
- [[Dexterity (Dex)]]
- Armor proficiencies:
- Cloth
- Weapon proficiencies::
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- dagger
- quarterstaff
- Implement::
- Orbs
- Staffs
- Wands
- Tomes
- Bonus to Defense::
- +1 to [[Will Defense]]
- HP at 1st level:: (hybrid wizard) 5
- HP per level gained:: (hybrid wizard) 2
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- Healing surges per day:: (hybrid wizard) 3
- Class Skills::
- [[ttrpgs/Order of the Wandering Mind/Arcana (Skill)]]
- [[ttrpgs/Order of the Wandering Mind/Diplomacy (Skill)]]
- [[ttrpgs/Order of the Wandering Mind/Dungeoneering (Skill)]]
- [[ttrpgs/Order of the Wandering Mind/History (Skill)]]
- [[ttrpgs/Order of the Wandering Mind/Insight (Skill)]]
- [[ttrpgs/Order of the Wandering Mind/Nature (Skill)]]
- [[ttrpgs/Order of the Wandering Mind/Religion (Skill)]]
- D&D/Class Features::
- [[Cantrips]]
- [[ttrpgs/Order of the Wandering Mind/Hybrid Talent Options]]
- [[ttrpgs/Order of the Wandering Mind/Arcane Implement Mastery]]