School of Liminality

Those who specialize in liminal magic are known as liminists. They’ve learned to tap into the mysticism at the heart of spaces between spaces and to bend the possibilities inherent in transitional moments to their own ends. Like filaments of a dream, strands of liminality can be woven into forms new and wondrous—or strange and terrifying.

Liminal Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a liminal spell into your spellbook is halved.

Mulligan

You can control the moment between an attempt and its result to shift the flow of battle in your favor. Beginning at 2nd level, when a creature within 30 feet of you that you can see misses with an attack, you can use your reaction to allow that creature to reroll the attack. Similarly, when a creature within 30 feet of you that you can see hits with an attack but hasn’t yet rolled damage, you can use your reaction to force that creature to reroll the attack and use the lower result. Once you use this feature, you can’t use it again until after you finish a long rest.

Otherworldly Sense

Beginning at 6th level, you gain an affinity for sensing those not of this world— those who slip through the cracks of the in-between to wreak havoc on the unsuspecting. When you spend one minute meditating and expanding your senses outward, for the next ten minutes you can sense whether any of the following types of creatures are within 600 feet of you: aberration, celestial, dragon, elemental, fey, fiend, undead. You can sense one type of creature per round. You know the direction to each lone creature or group, but not the distance or the exact number in a group. Once you use this feature, you can’t use it again until you finish a long rest.

Liminal Adept

Beginning at 6th level, you can cast threshold slip without expending a spell slot. Once you do so, you must finish a long rest before using this ability again. Beginning at 12th level, you can cast threshold slip a second time (without expending a spell slot) before resting.

Greater Mulligan

Your attunement to the spaces between is honed to an amazing edge. Starting at 10th level, you can use your Mulligan feature to trigger rerolls on saving throws and ability checks in addition to attack rolls. You can also use this feature three times between long rests instead of once.

Forced Transition

Your mastery over moments of change is unequivocal. Once a day, you can force change on others. By touching a willing creature (or making a successful melee spell attack against an unwilling creature), you can apply one of the effects below. The effect lasts for one minute. You can cast no other spells on the same turn when you use Forced Transition. After using this feature, you can’t use it again until you finish a long rest.

Regression. The target creature suffers a loss of proficiency and capability. All its ability scores are reduced by 2, with corresponding reductions in saving throws, ability checks, attack rolls, etc. In addition, the creature’s maximum hit points are reduced by 1d8.

Rapid Advancement. The target creature is infused with a surge of knowledge and skill beyond its current capability. All of its ability scores are increased by 2, with corresponding increases in saving throws, ability checks, attack rolls, etc. In addition, the creature’s maximum hit points increase by 1d8.

True Self. The target creature can’t change its shape through any means, including spells such as polymorph, innate abilities such as wild shape, lycanthropy, etc. The creature immediately reverts to its true form, if it’s currently in a different form. True Self has no affect against an illusion.

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