Wizard
Base Class: Wizard

Liminal spaces are spaces on the boundary, at the edge between what's real and unreal. A liminal space can be neither here nor there, and yet be both here and there at the same time. Stories of liminal spaces are common across cultures, though their true nature often isn't recognized by the uninitiated. Such places are defined by strange occurrences: the stranger who appears suddenly at a lonely crossroads, the troll that snatches at unwary travelers from a hiding spot beneath a bridge where no such hiding spot exists, or the strangely familiar yet unsettlingly different scene that's sometimes glimpsed in a looking glass.

These are only the most obvious encounters with liminal spaces. Most liminalities are more easily overlooked, being as unconscious as the heartbeat between waking and sleeping, as fleeting as drawing in breath as an apprentice and exhaling it as a master,  or as unassumingly familiar as a doorway that's crossed a hundred times without incident.

Those who specialize in such magic are sometimes called border mages. They've learned how to tap into the mysticism at the heart of spaces between spaces and to bend the possibilities inherent in transitional movements to their own ends. Like filaments of a dream, strands of liminality can be woven into forms new and wondrous-- or strange and terrifying.

Conjuration Savant

Liminal mages study spaces that both are and aren't here or there. Thus they learn to pass energies, objects and beings through such places that much easier than most other wizards.

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

Spaces Between Possibilities

At 2nd level, you can control the moment between an attempt at something and the result of that attempt to shift the flow of battle in your favor. When a creature you can see within 30 feet of you makes an attack, you can use your reaction to allow that creature to reroll the attack or damage roll and use the more advantageous result. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

When you reach 10th level in this class, you can use this feature when a creature you can see within 30 feet makes an ability check or saving throw.

Otherworldly Sense

At 6th level, if you spend 1 minute meditating and expanding your senses outward, you can sense those not of this world-- those who slip through the cracks of the in-between to wreak havoc on the unsuspecting. For 10 minutes, you can sense whether one type of creature the following types are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. As long as you maintain your concentration, you can use an action to change the type of creature you can sense. You know the direction to each lone creature or group. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Liminal Adept

At 10th level, you add the threshold slip spell to your spellbook, if it isn't there already. You can cast threshold slip without expanding a spell slot. When you do so, you can bring up to two willing creatures of your size or smaller that you're touching with you. The target junction must have unoccupied spaces for all of you to enter when you reappear, or the spell fails.

You can use this feature twice. You regain all expended uses when you finish a short or long rest. When you reach 14th level in this class, you can use this feature three times between rests.

Forced Transition

At 14th level, your mastery over moments of change is unmatched. You can use an action to touch a willing creature or make a melee spell attack against an unwilling creature, choosing one of the following effects. The effect lasts for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.

Rapid Advancement. The target's ability scores are each increased by 2. An ability score can exceed 20 but cannot exceed 24.

Regression. The target's ability scores are each reduced by 2. This effect can't reduce an ability score below 1.

True Self. The target can't change shape through any means, such as the werewolf's Shapechanger trait. The target immediately reverts to its true form if it is currently in a different form. This option has no effect on illusions, such as disguise self, or a creature that appears changed from the effects of an illusion, such as a hag's Illusory Appearance.

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