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Ether Vandal

Ether Vandals are a unique type of rogue, typically drawn in by the desire for freedom of expression and youthful rebellion. They can tap into the magic around them through their art and bombastic flair, giving them abilities unlike other rogues. Their abilities are often disruptive to more orderly ideals, putting them at odds with most symbols of authority.

Magical Graffiti

When you choose this archetype at 3rd level, you gain proficiency with painter’s supplies. You also gain the ability to magically project paint from places like the palm of your hands, fingertips, nose, or other extremity of your choice and can use it to create unique art. The paint can be projected up to 5 feet and allows you to quickly create small magical runes, called G-Sigils, to use in combat or mix into your regular art.

Graffiti Burst

At 3rd level, you can weave terrible destructive magic into your art. Using your action, you can create a work of art that is a max of 5 feet by 5 feet. For the next 12 hours, you can mentally command the art to activate, setting off a 30-foot explosion centered on the art, forcing a Dexterity save on all creatures within the area. The explosion deals elemental damage equal to that of a Sneak Attack + 2d6 on a failed save, or half as much on a successful one. The damage types can be fire, force, lightning, or thunder and are chosen when the art is created. It deals double damage to objects and structures which automatically fail the save. You can use this feature once before finishing a long rest.

G-sigils

The following is a list of effects the G-sigils can have. You may only have 5 G-Sigils active at a time, with the oldest one becoming inert if you create a new one. If tagging an unwilling creature, you must make an attack roll using your Dexterity; you are proficient with the attack. The G-Sigils are only effective for 1 minute, losing any magical properties after that time. You can use your action to create 1 G-Sigil per turn at 3rd level, 2 at 9th level, and 3 G-Sigils at 13th level. Some tags require a saving throw to resist G-Sigil save DC = 8 + your Dexterity modifier + your proficiency bonus.

E-vayd: Tag a creature to grant advantage or impose disadvantage on their next saving throw. Ar-mail: Tag a creature to increase or decrease its AC by 1. There is no cumulative bonus to multiple instances of this tag on a single creature.

Re:gen: Tag a creature to boost its healing, healing it by 1 hit point at the start of its turn, unless it drops to 0 hit points. This tag can be used multiple times on the same creature, to a cumulative healing of 3 per turn though the effect will end for all instances of the tag once the first tag loses its effect.

Exe-plode: Tag a spot and cause a 15-foot explosion by shouting the command word any time within the duration. All creatures within range must make a Dexterity saving throw, taking 2d4+ your Dexterity modifier fire damage on a failed save, or half as much on a successful one.

Re:sistor: Tag a creature to cause it to become resistant or vulnerable to any one type of damage. If they are immune they can only become resistant. If they are resistant, they can become immune or lose their resistance. If they are vulnerable you can only make them non-vulnerable.

S10w: Tag a creature to reduce its movement speed by half.

H0ld: Cause an inanimate object, no greater than a 5-foot cube, to become immovable for the duration of the G-Sigil.

Can-tr0p3n3r: You can cast a single cantrip from the Wizard spell list. You know a number of cantrips equal to your proficiency bonus. You can spray this sigil on a fixed surface or on a creature, activating the spell in whatever way it is required in this way. Tagged creatures make any saving throws against these cantrips with disadvantage. If a spell requires a spell attack roll, the tag can count as that attack. Once you choose a spell, it cannot be changed. These sigils follow the normal casting times and limitations for spells on a single turn.

Iyz: You spray paint in the target’s eyes, blinding them. They can make a Constitution saving throw, at the end of each of their turns, negating the effect on a success. Sum-0n: You create a creature out of graffiti that springs to life and fights for you. The creature must be small sized and have a CR of 1 or less. It is completely flat, has 1 hit point, and can travel as the creature normally would or along whatever surfaces it is painted on (following its normal movement capabilities there as well). It can only follow simple orders and vanishes once the G-Sigil wears off. See U: Tag a target to make them glow in a red outline, even through non-magical surfaces.

Port-hole: You create a circle with a 2-foot diameter. This circle is inert until you create a corresponding circle no more than 60 feet away. For the duration of the G-Sigil, creatures can walk through one circle to come out of the other.

Spark Grind

When you choose this archetype at 3rd level, you gain the ability to grind on improbable surfaces, including paint laid down by you or other artists. By channeling magic through your feet, you reduce the friction they make on any surface, allowing you to grid along its edges. You can use this ability at will but can only ride along the edges of surfaces (such as the edge of a roof), narrow rails (such as smooth guard rails), or paint laid down by you or other Ether Vandals. While grinding, your base movement speed and jump length is doubled and you cannot concentrate on spells. If you end a turn while grinding, you must succeed on a Dexterity saving throw (DC 5) or lose your concentration and fall off whatever surface you were grinding on. For each turn you end while grinding, the DC increases by +2.

Grind Burn

At 9th level, you can force the energy of your grind into an attack. If attacking an enemy while grinding, you can add 1d6 force damage to the attack. Alternatively, you can store the grind energy and release it in a single attack. For each turn you end in a continuous grind, you add 1d6 force damage to the next attack you make, to a max of 6d6. The energy dissipates immediately when you stop grinding. You can choose to use the energy either partially or fully, but you cannot use this ability again after expending all 6d6 of the energy until you finish a short rest.

Graffiti Master

At 13th level you gain the ability to create your art on any surface. You can use your Magical Graffiti skill to paint on surfaces like water, lava, and even into the air. Creations made in this way last a number of hours equal to your Intelligence modifier (minimum of one).. If you are using this ability combined with the Spark Grind ability to move in the air, you can only move up or down on a single turn a number of feet equal to half your base movement speed.

Art Imitates Life

At 17th level you and your art have become one in the same. As a reaction to an attack or a spell or effect that requires a Dexterity or Constitution saving throw, you can meld into any surface within 5 feet of you, appearing as a stylistic art representation of yourself. You can then move up to half your movement speed in any direct along the surface or other surfaces touching it and through cracks at least 1 inch wide. During this move, you can make one G-Sigil, even if you have expended all of your previous uses. Once you have stopped moving, you immediately appear in the nearest unoccupied space. Unless the initial attack or effect has an area of effect that you are still inside of, the spell or attack is negated. If you are still inside the area of effect, you make the relevant saving throw with advantage, taking half damage on a failed save and no damage on a successful one. You can use this feature as a reaction once before finishing a short or long rest. Additionally, you can use this effect as an action, having full use of your movement until the end of your turn. If done in this way, you cannot make attacks, cast spells, and may only create one G-Sigil on your turn. While in this form, any damage you take from non-magical attacks is halved. When your turn ends, or when you decide to, you appear in the nearest unoccupied space from where you moved to. Exiting in a space that is too small for you will deal 6d6 force damage to you and move you to the nearest unoccupied space. You can use this feature in this way a number of times equal to your Intelligence modifier (minimum of once) before finishing a short or long rest.

Section 15: Copyright Notice

Lasers & Liches: Tales from the Retroverse - Test Wave 3 Player's MTX Creator(s) Chris Lock, Lluis Abadias Copyright 2021