Wind: If the damage from the triggering effect is reduced
Homebrew Jutsu to 0, you can deflect it back to the caster or a creature
within 60 feet of you, making either a ninjutsu attack roll D-Rank or forcing them to make a saving throw matching the Chakra Orb triggering effect. On a hit or a failed save, they take the Classification: Ninjutsu damage that you prevented. Rank: D-Rank Fire: Creatures within 5 feet of you take damage equal to Casting Time: 1 action the amount of damage reduced. Range: 90 feet Water: A creature of your choice within 30 feet of you that Duration: Instant would also take damage from the triggering effect is also Components: CM, HS affected by this jutsu, reducing the damage it takes by the Cost: 5 Chakra same amount that you rolled. Keywords: Ninjutsu, Clash Lightning: You increase your AC against weapon attacks by your Intelligence modifier. Description: You hurl a 4-inch diameter sphere of pure chakra at a creature you can see within range. Make a ranged Hollow Stars ninjutsu attack. On a hit, the target takes 3d8 force damage. Classification: Ninjutsu If you have access to a Nature Release, you can change both Rank: D-Rank the Nature Release and damage type of this jutsu to any Casting Time: 1 action Nature Release that you currently know. Range: 120 feet At Higher Ranks: For each rank you cast this jutsu above Duration: Instant D-Rank, increase the cost of this jutsu by 3, and the damage Components: CM, HS by 2d8. Additionally, you gain one of the following benefits Cost: 5 Chakra depending on the Nature Release you change Chakra Orb to: Keywords: Ninjutsu Earth: The target must succeed on a Constitution saving Description: You force your palms together before pointing throw or be dazed. them towards the sky, shooting out four bursts of chakra that Wind: The target must succeed on a Strength saving take the shape of small stars in the sky before falling to the throw or be pushed back 10 feet and knocked prone. ground in four different 5-foot cubes, dealing 1d4 + 1 force Fire: Each creature within 5 feet of the target (not damage to the objects, creatures, or structures occupying including the target) must succeed on a Dexterity saving each cube. throw or take half the damage that the target took. At Higher Ranks: For each rank you cast this jutsu above Water: The target must succeed on a Constitution saving D-Rank, increase the cost of this jutsu by 3, you create two throw or be slowed until the end of their next turn. additional stars, and increase the damage by each star by 1d4 Lightning: The target must succeed on a Constitution + 1. Additionally, you can change the Nature Release and saving throw or be shocked until the end of their next damage type to one that you currently know, gaining the turn. following benefits depending on the Nature Release you change the Hollow Stars to: Chakra Shield Classification: Ninjutsu Earth: The area in a 5-foot-radius sphere around each Rank: D-Rank cube becomes difficult terrain until cleared with at least 1 Casting Time: 1 reaction, which you take when you would minute of work. take damage Wind: Each creature within a 5-foot-radius sphere around Range: Self each cube must succeed on a Strength saving throw or be Duration: Instant pushed 10 feet away from the cube or knocked prone; you Components: CM, HS choose which happens to all affected creatures when you Cost: 5 Chakra cast this jutsu. Keywords: Ninjutsu, Clash Fire: Each creature within a 5-foot-radius sphere of each cube takes half the damage dealt within the cube. Description: You generate a swirling barrier of chakra Water: The jutsu also gains the Medical keyword, and any around you, reducing the damage you take from the allied creature within the affected cubes instead heal for triggering effect by 2d12. the same amount of damage this jutsu would normally At Higher Ranks: For each rank you cast this jutsu above deal. D-Rank, increase the cost of this jutsu by 3 and the damage Lightnin: If two stars target cubes within 10 feet of each prevented by an additional 2d12. Additionally, you can change other, lightning arcs between the two cubes. Creatures the Nature Release to one that you currently know, gaining within the areas of the cubes and between the two cubes the following benefits depending on the Nature Release you must succeed on a Constitution saving throw or be change the Chakra Shield to: shocked until the end of their next turn. Earth: Until the start of your next turn, you have three- C-Rank quarters cover from attacks and effects outside of your space. Chakra Sphere Classification: Ninjutsu Rank: C-Rank Casting Time: 1 bonus action Range: 60 feet If you have a Nature Release affinity, you can change both Duration: Concentration, up to 1 minute the Nature Release and damage type of this jutsu to any Components: CM, HS Nature Release that you currently know, gaining the following Cost: 8 Chakra benefits depending on the Nature Release you change the Keywords: Ninjutsu Excellent Chakra Spears to: Description: You create a 5-foot-diameter floating sphere of Earth: On a failed save, a target instead takes 8d6 earth dense chakra in an unoccupied space you can see within damage and is restrained. It must then make a range. As an action, you can command the sphere to move up Constitution saving throw at the end of each of its turns. If to 30 feet and make a single melee ninjutsu attack against a it succeeds three times, the jutsu ends. If it fails its save creature within 5 feet of it. On a successful hit, the target three times, it permanently turns to stone and is subjected takes 2d6 force damage. to the petrified condition. The successes and failures don't At Higher Ranks: For each rank you cast this jutsu above need to be consecutive; keep track of both until the target C-Rank, increase the cost of this jutsu by 3, increase the collects three of a kind. damage by 1d6, and create an additional sphere in another Wind: On a failed save, a target instead takes 8d6 wind location you can see within range. You can control each damage and is weakened. It must then make a sphere with the same action, and send them towards Constitution saving throw at the end of each of its turns. If different targets. Additionally, you can change both the it succeeds three times, the jutsu ends. If it fails its save Nature Release and damage type to one that you currently three times, it is permanently sealed within your chakra know, gaining the following benefits depending on the Nature seal. The successes and failures don't need to be Release you change the Chakra Ball to: consecutive; keep track of both until the target collects three of a kind. Earth: As a bonus action on your turn or when the jutsu Fire: On a failed save, a target instead takes 8d6 fire ends, you can cause one or more spheres to explode. Each damage and is burned. Creatures immune to fire damage creature in a 30-foot-foot radius sphere centered on the are not immune to being burned by this jutsu, and the fire sphere's space must make a Dexterity saving throw. On a damage from the condition cannot be reduced in any way. failed save, a creature takes damage as if it had been hit A creature burned from this jutsu takes 4d10 fire damage and is restrained until the end of their next turn. On a at the start of each of its turns, and is burned indefinitely successful save, they take half as much damage and are until the target uses a full turn action to put out the not grappled. flames. Wind: Each creature hit by one of these spheres must Water: On a failed save, a target instead takes 8d6 cold succeed on a Strength saving throw or be dazed. damage and is slowed. It must then make a Constitution Fire: If a creature moves within 5 feet of one of the saving throw at the end of its next turn. A successful save spheres, it must succeed on a Dexterity saving throw or ends the slowed condition. If it fails that save, the creature take damage equal to half the damage the sphere would gains 2 ranks of exhaustion and remains slowed for the normally deal. next minute. Water: If you command one or more spheres to hit an ally, Lightning: On a failed save, a target instead takes 8d6 you can roll the die for damage, but instead of reducing lightning damage and is stunned. It must then make a their hit points, you can grant them temporary hit points Constitution saving throw at the end of each of its turns. If equal to the damage rolled. All of the spheres' damage is it successfully saves three times, the jutsu ends. Each treated as one source of temporary hit points. failed save deals an additional 2d6 lightning damage to Lightning: Each creature hit by one of these spheres must the target. The successful saves don't need to be succeed on a Constitution saving throw or be shocked consecutive. until the end of their next turn. Kagayaku Hoshi Ga Maiagari, Insho-teki A-Rank (Shining Stars Soaring and Striking) Excellent Chakra Spears Classification: Ninjutsu Classification: Ninjutsu Rank: A-Rank Rank: A-Rank Casting Time: 1 action Casting Time: 1 action Range: 120 feet Range: Self (60-foot cone) Duration: Concentration, up to 1 minute Duration: Instant Components: CM, HS Components: CM, CS, HS Cost: 22 Chakra Cost: 20 Chakra Keywords: Ninjutsu Keywords: Ninjutsu, Fuinjutsu Prerequisite: Hollow Stars Description: Eight spears of highly condensed chakra fires Description: You form two Tiny objects in the shape of stars out from your chakra seal. Each creature in a 60-foot cone in unoccupied spaces you can see within range. Each object must make a Dexterity saving throw, taking 12d6 force has 30 hit points and AC equal to your ninjutsu save DC. At damage on a failed save, or half as much damage on a the end of each of your turns, the objects cast Hollow Stars at successful one. C-Rank targeting locations you choose. If these objects are destroyed, the jutsu ends. If you have a Nature Release affinity, the Hollow Stars jutsu cast by the objects can be changed to one Nature Release and Fire: The ground beneath the beam's area is set aflame damage type that you currently know, gaining the effects indefinitely. Any creature that passes through the area described by the Hollow Star jutsu. You choose which Nature must succeed on a Dexterity saving throw or take damage Release is used when you cast this jutsu, and this choice equal to your ninjutsu ability score. A creature can use a cannot be changed for the duration of the jutsu. At Higher full turn action to put out a 5-foot squared section of this Ranks: For each rank you cast this jutsu above A-Rank, area. increase the cost of this jutsu by 3, the number of objects Water: A Huge or larger size creature that fails its saving created by 1, the number of hit points each object has by 20 throw is also pushed back 50 feet before being knocked hit points, and the rank of Hollow Star by one rank. prone. Additionally, a Large or smaller size creature that succeeds on their initial saving throw remains within the S-Rank beam. Lightning: The size required to pierce a creature is Shooting Star decreased to Large or larger size, and any creature of Classification: Ninjutsu Medium or smaller size is pushed along by the beam. Rank: S-Rank Casting Time: 1 action Range: 1 mile Duration: Instant Components: CM, HS Cost: 30 Chakra Keywords: Ninjutsu Description: You evoke a mighty beam of starlight with your chakra that streaks along a 15-foot-wide line that extends from a point you can see within range. The length of the line is 100 feet at a minimum and up to 1,000 feet at maximum, and it can extend in any direction as long as the end point of the line is lower than the starting point. Each creature in the line must make a Dexterity saving throw. The effect of the saving throw depends on the size of the target. The beam pierces through creatures and objects of Huge or larger size. On a failed save, such a creature takes 18d10 + 40 force damage, and is knocked prone. On a successful save, a creature takes half as much damage and is not knocked prone. The beam envelops and drags along creatures of Large or smaller size. On a failed save, such a creature takes 18d10 force damage, and is pushed along the line. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the beam's area. A creature that is pushed along the line moves 50 feet each round until they reach the end of the beam's line, and at the end of each of their turns, they can make a Dexterity saving throw. On a successful save, it escapes from the beam and is pushed to the nearest unoccupied space outside of the beam's area. When a creature leaves the beam's area or reaches its end, its momentum is conserved, causing it to be pushed and additional 50 feet even after it leaves the beam. It is also knocked prone. If you have access to a Nature Release, you can change both the Nature Release and damage type of this jutsu to any Nature Release that you currently know, gaining the following benefits depending on the Nature Release you change the Shooting Star to: Earth: The size required to pierce a creature is increased to Gargantuan size, and any creature of Huge or smaller size is pushed along by the beam. Wind: The width of the beam is doubled.