Magnet Style (Shinobi World Supplement)

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Magnet Style[edit]

This Kekkei Genkai is the fusion of Wind Style and Earth Style chakra. It allows the user to manipulate magnetic metals like gold and iron. Gold dust and iron sand are formed automatically for attacks, but disperse after the attack.


Hand Seal Jutsu[edit]

Iron Sand Drizzle

Cost: 8 chakra

Range: 40 feet line

As an action, you release gunshot-like particles of Iron Sand. Each creature in the line must make a Dexterity saving throw. On a failure, it takes 3d8 piercing damage plus 2d4 + your Intelligence modifier force.


Magnet Rise

Cost: 15 chakra

Duration: Concentration, up to 1 minute

Range: Touch

As a bonus action, you’re able to magnetize anything you touch. As a bonus action while concentrating on this jutsu, you can magnetize an additional object or creature. If a creature is magnetized, attack rolls against the creature with metal weapons have advantage or disadvantage (your choice). Magnetized objects can be moved up to 15 ft. per round.


Black Iron Wall:

Cost: 2 chakra

As a reaction to being targeted by a ranged attack, you quickly form a wall of black iron sand, granting you three-quarters cover until the end of your next turn.


Multi Black Iron Wall:

Requirements: Black Iron Wall

Cost: 4+ chakra:

Duration: 1 minute

As a bonus action or reaction to being targeted by an attack or Dexterity saving throw, you erect multiple layers of black iron walls. You create a 5 foot square wall that is 3 inches thick anywhere within 5 feet of you. This wall grants three-quarters cover, has 10 + your Intelligence modifier hit points and 19 AC. If you have affinity in magnet style, you may spend 2 additional chakra point to grant the wall additional hit points equal to your average unarmed strike die roll, half as much of a bonus to its AC, or half of either bonus. You may create an additional wall within 5 feet of yourself or one other Multi Black Iron Wall you can touch for every 4 additional chakra points spent.


Gold Dust Imperial Funeral

Cost: 32 chakra

Range: 100 foot radius

As an action, the ground around you overflows with gold dust covering every creature of you choose and you are lifted into the air by a cloud of gold dust. Each creature must make a Constitution saving throw. On a failure, it takes 8d10 + your Intelligence modifier bludgeoning damage, is paralyzed until the end of your next turn. Half as much damage on a success.


Gold Dust Sky Defensive Wall

Cost: 2+ chakra

Range: 15 ft.

As a reaction when a damaging effect originates anywhere within range (i.e. a creature makes an attack, a spell is cast, a trap goes off, etc.), you encase it in gold dust. If the effect deals less than 4 + your Intelligence modifier damage, the effect fails, wasting any resources spent; otherwise it is unaffected. If you have affinity in Magnet Style, this threshold increases by the average roll of your unarmed die. You may spend additional chakra to increase this threshold by an equal amount, and doing so increases this jutsu's range by 5 ft. for every 2 additional chakra spent.


Third Eye

Cost: 5 chakra

Range: 120 ft.

As an action, you shape gold dust into a completely functioning eyeball that constantly transmits information to you. This eye acts on your turn but can not act in any way other than moving, has a flying speed equal to your movement speed, is identical to you other than having 5 hit points and being Tiny, and has no senses other than sight. You must spend 1 chakra at the end of each of your turns to maintain this jutsu.


Lightning God Self

Cost: 8 chakra

As an action, you absorb a large amount of matter using Magnet Style chakra, gaining the following effects:

  • Your size increases by 1 size category to a minimum of Large.
  • You gain immunity to Lightning damage.
  • Your unarmed strikes deal an additional 1d4 lightning damage.
  • You gain a +2 bonus to your AC
  • Your movement speed increases by 10 feet.
  • When you move at least 5 ft., all creatures within 5 ft. of you take 1d4 lightning damage.
  • You must spend 3 chakra at the end of each of your turns to maintain this jutsu.


Magnetic Reflect

Cost: 10 chakra

Duration: Concentration, up to 1 minute

As a bonus action, you use your magnetic chakra to create a 10-foot radius chakra shield around yourself to reflect metallic weapon attacks. While this is active, you gain a +2 bonus to your ac, and attacks using metal weapons made against creatures within the radius have disadvantage. If their attack misses, you can choose for that weapon attack to backfire on the target, forcing them to make a Dexterity saving throw. On failure, they take that attack’s damage.


*Magnetic Cyclone*

Cost: 6 chakra

Range: 40 feet

Duration: 1 minute

As an action, you create an up to 15-foot radius swirling magnetic vortex at a point within range. Creatures within a 20-foot radius of it when it is created or who end their turn within 20 feet of it must make a Strength saving throw or take 2d8 force damage and be pulled 10 feet toward the center of the vortex and have their speed halved until the end of their next turn.


*Magnetic Vortex*

Cost: 10 chakra

Requirements: Magnetic Cyclone

Range: 120 feet

Duration: Concentration, 1 minute

As an action, you create an even more powerful 30-foot radius of pulsating magnetic force at a point within range. Creatures within a 30-foot radius of it when it is created or who end their turn within 30 feet of it must make a Strength saving throw or take 4d8 force damage and be pulled 20 feet toward the center of the vortex and have their speed reduced to 0 until the end of their next turn, you may move a vortex created in this anywhere within range up to 60 feet per turn as a bonus action, moving any creature that's currently trapped within it the same distance.


*Magnetic Infusion*

Cost: 2+ chakra

Range: Touch

Duration: 1 minute

As an action, you infuse a non-magical object with potent magnetic energy, spending 2 chakra for tiny or small objects, 4 for medium, 8 for large and 16 for huge. The object becomes magnetized, causing it to attract other magnetic objects within a radius equal to 5 feet for tiny and small objects, 10 ft for medium, 20 ft for large and 40 ft for huge objects, which are not being worn, held or suspended. Any magnetic objects within this range are drawn 10 feet toward the magnetized object for the duration at the end of each of your turns.


Conserving Bee Twin Blades

Cost: 10 chakra

Duration: Concentration, up to 1 minute

As a bonus action, you imbue up to 2 metal thrown weapons of your choice or 1 metal weapon with Magnet Style chakra, which lasts for the duration of the jutsu. On a hit with one of these imbued weapons, the target becomes magnetized and must succeed a Constitution saving throw or also be restrained by the magnet style chakra emanating from the weapon. You may move a magnetized creature up to 15 ft. as part of each of your turns. The target may attempt an Intelligence saving throw at the end of each of their turns, ending this effect on a success.


*Gravity Well Jutsu*

Cost: 15 chakra

Duration: Concentration, 1 minute

As an action, you reverse gravity in a 30-foot-radius, 50- foot high cube centered on a point within range. All creatures and objects float upwards and reach the top of the area when you cast this jutsu. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

Solid objects like trees or ceiling will block creatures and objects from ascending further. Hitting objects or other creatures on the way up would be treated the same way as if they were falling down. Objects and creatures that reaches the top of the area remains there for the duration.

At the end of the duration, affected objects and creatures fall back down.

Non-Hand Seal Jutsu[edit]

Basic Magnet Style Technique

Range: 30 feet

As an action, you can pull towards you or push away any magnetic object within range that are not being held, worn, or bound to another surface by 10 ft. Additionally, you are not effected by difficult terrain on or caused by metallic objects for 1 minute.


Black Iron suspension

Cost: 10+ chakra

Range: 30 feet

Duration: 10 minutes

As an action, you suspend a cloud of black iron. The cloud has a radius of 5 ft. You may increase this size by 5 ft. for every 5 additional chakra spent. As a bonus action, you may move the cloud using its 50 ft flying speed. Any willing creatures of your choice on top of the cloud move along with it, otherwise they pass through it as if it were a cloud.


Gold Spear

Cost: 2 chakra

Range: 10 feet

As an action, you create a spear of gold and send it at a target. Make a ranged spell attack. On a hit, the target takes 1d8 piercing plus 1d8 + your Intelligence modifier force damage.


Iron Needle Bomb

Cost: 4 chakra

Range: 30 foot radius

As an action, you create an orb of iron sand and then forcefully disperses it into needles in a circle around you. All other creatures in the area must make a Dexterity saving throw. On a failure, the creatures take 2d10 + your Intelligence modifier piercing damage.


Creation

Cost: 4 chakra

Range: Touch

As an action, you can form weapons out of iron and gold dust. The weapons are not structurally sound and will shatter back into dust after two strikes. You can make six darts, kunai, senbon, or shuriken, three daggers, two shortswords, one longword, or one greatsword. You are proficient with weapons you make and you may choose to add your spellcasting modifier to the damage rolls of attacks these weapons instead of your Strength or Dexterity modifier.


Iron Sand Marking

Cost: 7 chakra

Range: 35 feet

Using your bonus action, you shoot a portion of iron sand at a creature, aiming to hit their back. This one creature must attempt a Strength saving throw. On a failure, a portion of iron sand is left on that creature's back, they have disadvantage on any saving throws incurred by Magnet Style jutsu, and attack rolls against them from Magnet Style jutsu have advantage against them. On a success, nothing happens. The target may retry this saving throw at the end of each of their turns, ending this effect on a success.


Black Iron Fist

Cost: 10-14 chakra

Range: 30 feet

Duration: 1 minute

You create a large hand out of Iron Sand that you can use to manipulate electromagnetic fields. You may move this hand up to 30 ft. at the end of each of your turns, and it moves in relation to you automatically when you move. Using your bonus action, you can make your hand (or hands) to attack a target 10 feet away from the hand. Make a melee spell attack for each hand. On hit, the target takes 2d6 + your Intelligence modifier bludgeoning damage. You can spend an additional 4 chakra to create another large hand when casting this jutsu. If both of these large hands are within 5 feet of you, for 2 chakra, you can use your reaction to gain +4 bonus to your AC and Dexterity saving throws until the beginning of your next turn when you are targeted by an attack or Dexterity saving throw.


Black iron Coffin

Cost: 15 chakra

Range: 90 feet

As an action, you force black iron sand to crush a target in range. The target must make a Dexterity saving throw. On a failure, the target takes 8d8 + your Intelligence modifier bludgeoning damage and is restrained. Half as much on a success. While restrained in this way it has total cover. The coffin has 100 hit points, freeing the target if it drops to 0 hit points. The creature can also escape by making a DC 30 Athletics check.


Electromagnetic Vision

Cost: 12 chakra

Range: 45 foot cone

Duration: Concentration, up to 1 minute

As an action, you send a blast of magnetic waves that interfere with the target's brainwaves. Each creature within range must make a Constitution saving throw. On a failure, they are confused and their movement speed drops to 0 until the jutsu ends. As an action, the target can repeat the saving throw.


*Ferrofluid Distortion*

Cost: 6 chakra

Range: 60 feet

As an action, you summon a pool of ferrofluid on the ground and manipulate it into the area. The fluid distorts light and sound, creating a 20-foot radius area of magical darkness and silence within range that lasts for 1 minute.


*Magnetic Attraction*

Cost: 3+ chakra

Range: 30 feet

As an action, you manipulate the magnetic forces around a creature or object within range, causing it to get forcibly attracted. The target must make a Strength saving throw or be pulled up to the jutsu's range toward you. You can increase the range by 5 feet for each additional chakra point spent, and you may target an additional creature or object for every 3 additional chakra points spent separately from the range increase.


*Magnetic Reversal*

Requirements: Magnetic Attraction

Cost: 3+ chakra

Range: 30 feet

As an action, you reverse the magnetic polarity of a creature or object, causing it to repel instead of attract. The target must make a Strength saving throw or be pushed up to the edge of the jutsu's range away from you, you may increase the range by 5 feet for each additional chakra point spent and you may target an additional creature or object for every 3 additional chakra point spent separately from the range increase.


Infinite Meteors

Cost: 1+ chakra

Range: Touch

Touching an object, you send opposing magnetic forces inside it, blasting it apart. The object takes an amount of force damage equal to four times the chakra spent. If the object is destroyed, it explodes. All creatures within 5 feet if it was Tiny, 10 feet if it was Small, 15 feet if it was Medium, 20 feet if it was Large, 30 feet if it was Huge, or 60 feet if it was Gargantuan must attempt a Strength saving throw. On a failure, they take an amount of damage equal to the damage dealt to the object divided by the number of creatures within range. On a success, they take half as much damage.


*Golden Veil*

Cost: 15 chakra

Duration: Concentration, in description

As an action, you surround yourself with a radiant golden veil of dense magnetic force, that repels and attracts on itself to create an impenetrable barrier of magnetic force around you temporarily, you have immunity to all damage but psychic until the end of your next turn. And after the immunity ends you have vulnerability to all damage but psychic for the same duration.


*Magnet Style: Imprisoning Rasengan*

Cost: 15 chakra

Range: Touch

Requirements: Rasengan

As an action, you imbue your rasengan with an iron sand-like chakra construct. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage, and they must attempt a Constitution saving throw as the Magnet Style chakra attempts to wrap itself around them. On a failure, they become restrained for 5 minutes. They may retry this saving throw at the end of each of their turns, no longer being restrained on a success.


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