Magnet Style Jutsu
(requires Earth and Wind natures)
(The following techniques require the user to enact their chakra on metal objects or metallic powder. Some techniques require particular metals to function)
Manipulating metal objects and metalic sand to crush foes, ninja born with this bloodline trait can control magnetic fields. Ninjutsu techniques use your wisdom for the purposes of determining the Jutsu attack rolls and Jutsu Save DC.
D-Rank
Iron Sand Bullet
D-Rank Ninjutsu
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Chakra Point Cost: 0 points
Requirement: Iron Sand
As an action, you manipulate a small amount of powdered iron and hurl it at a target within 60 feet of you. Make a ranged ninjutsu attack roll. If it hits, you deal 1d10 piercing damage to the target.
You cannot cast this jutsu if you have no chakra points remaining.
Iron Sand Weaponry
D-Rank Ninjutsu
Casting Time: 1 Bonus Action
Range: 10 feet
Duration: Instantaneous
Chakra Point Cost: 1 point
Requirement: Iron Sand
You focus and shape iron sand into a weapon. You can use this jutsu as a bonus action on your turn. When you do so, you can create one simple or martial weapon made out of iron sand. The weapon deals an additional 1 point of damage when used. The weapon remains until you cast this jutsu again at which points it returns to a pile of iron sand.
Magnetized Throw
D-Rank Ninjutsu
Casting Time: Part of an attack with a thrown weapon
Range: Self
Duration: Instantaneous
Chakra Point Cost: 1 point
Requirement: Metal weapon with the thrown property
You use your magnetism to propel a throwable weapon with far more intensity. When you make a ranged attack using a metal weapon with the thrown property, you can activate this jutsu. The range of the jutsu increases by +30/+120. You can use your ninjutsu attack modifier for the attack rather than your normal modifier. If the attack hits, it deals additional damage equal to your wisdom modifier.
C-Rank
Grasping Hold
C-Rank Ninjutsu
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, up to 10 Minutes
Chakra Point Cost: 2 points
Requirement: Metal Sand
Using your metal sand, you attempt to hold a target still. As an action, select a creature that is large or smaller within 30 feet of you. That creature must make a strength saving throw. A creature becomes restrained on a failed save. A creature can repeat their save at the end of their turns. This jutsu lasts for 10 minutes or for as long as you maintain concentration.
Iron Sand Drizzle
C-Rank Ninjutsu
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Chakra Point Cost: 2 points
Requirement: Iron Sand
You rain down piercing iron sand onto your foes. As an action, select a point within 60 feet of you. Iron sand taking the shape of thin piercing rods fill the area in a 10-foot radius cylinder. Creatures in the area must make a dexterity saving throw. A creature takes 3d10 piercing damage on a failed save or half as much on a success.
Metal Sand Shield
C-Rank Ninjutsu
Casting Time: 1 Reaction which you take when you or a creature within range takes damage from a ninjutsu, taijutsu, or attack
Range: 60 feet
Duration: Instantaneous
Chakra Point Cost: 2 points
Requirement: Metal Sand
You create a barrier of metallic sand to protect yourself or another creature from harm. As a reaction to a creature within 60 feet of you taking damage from a ninjutsu, taijutsu, or attack, you create a barrier of metallic sand which provides the creature resistance to the damage from the triggering instance of damage.
B-Rank
Gold Dust Protective Shield
B-Rank Ninjutsu
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 10 Minutes
Chakra Point Cost: 3 points
Requirement: Gold Sand
You create a barrier of gold sand powder around yourself or an ally. As an action, select a creature within 60 feet of you. While this jutsu is active, that creature gains resistance to bludgeoning, piercing, and slashing damage. This jutsu lasts for 10 minutes or for as long as you maintain concentration.
Iron Sand Substitution
B-Rank Ninjutsu
Casting Time: 1 Reaction which you take when you take damage from a single source
Range: Self
Duration: 1 Round
Chakra Point Cost: 3 points
Requirement: Iron Sand
You swap places with a pile of iron powder to avoid injury while potentially restraining your attacker. When you take damage, use your reaction to gain resistance to the incoming damage type or types from a single source. If the source of the damage is a creature and that creature is within 30 feet of you, the iron sand leaps out to the attacker. That creature must make a strength saving throw. A creature is restrained until the end of your next turn if it fails the saving throw.
A-Rank
Metal Sand Wave
A-Rank Ninjutsu
Casting Time: 1 Action
Range: Self (120-foot line)
Duration: Instantaneous
Chakra Point Cost: 4 points
Requirement: Metal Sand
You create a massive wall of metallic sand and cause it to rush across the terrain. As an action, you create a wall of sand 30 feet wide and 15 feet tall directly in front of you. The wall moves in a straight line up to 120 feet away. Creatures in that area must make a strength saving throw. A creature takes 8d8 bludgeoning damage, and if any of the targets are large or smaller, they are pulled along with the wave to the point where the wave would end. A creature takes half damage on a failed save and is not pulled with the wave.
S-Rank
Gold Dust Imperial Funeral
S-Rank Ninjutsu
Casting Time: 1 Action
Range: 120 feet
Duration: 1 Round
Chakra Point Cost: 5 points
Requirement: Gold Sand
You surround a creature with gold sand particles and attempt to crush them in an instant. As an action, select a creature within 120 feet of you. That creature must make a constitution saving throw as they are crushed by a mass of golden sand particles. A creature takes 20d12 bludgeoning damage and is restrained by the technique until the end of your next turn. A creature takes half damage and is not restrained on a successful saving throw. If this technique reduces a target to 0 hit points, their body is compressed and crushed to an unrecognizable degree, killing the creature outright.
Iron Sand Needle Sphere
S-Rank Ninjutsu
Casting Time: 1 Bonus Action
Range: 120 feet
Duration: Concentration, up to 10 Minutes
Chakra Point Cost: 5 points
Requirement: Iron Sand
You conjure a sphere of iron powder in the air up to 120 feet high that can lash out at opponents. You use a bonus action on your turn to activate this jutsu. As part of that bonus action and as a bonus action on your turns thereafter, you create branching blades of iron to lash out from the sphere. The blades have a range of 60 feet. Make a ninjutsu attack roll on a creature within range of the sphere. If you hit, you deal 5d10 piercing damage to the creature. You can move the sphere up to 30 feet as an action on your turn. This jutsu lasts for 10 minutes or until you lose concentration.
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