Naruto Shinobi Kekkei Genkai: Magnet Style (Other)

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Magnet Style[edit]

This Kekkei Genkai is the fusion of wind and earth 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.

Basic Magnet Style Technique

Range: 30 feet

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

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.

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, 1 minute

Range: Touch

As a bonus action, you’re able to magnetize anything you touch. As a bonus action, while concentrating on this, 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 10 ft per round.


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.

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.

Iron Sand Marking

Cost: 5 chakra

Range: Touch

One creature must attempt a Strength saving throw. On a failure, you leave a portion of iron sand on a 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.

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.
  • 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 4 chakra at the end of each of your turns to maintain this jutsu.

Conserving Bee Twin Blades

Cost: 8 chakra

Duration: 1 minute (concentration)

As a bonus action, you imbue up to 3 metal thrown weapons of your choice with Magnet Style chakra, which lasts until the end of your next turn. On a hit with one of these imbued weapons, the target becomes magnetized. 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.

*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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