- 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:: <!--ID: 1631100132045--> - 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 <!--ID: 1631100132049--> - 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]]