Naruto: Path of a Genin  world illustration - Shonen Battle theme
Shonen Battle

Naruto: Path of a Genin

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acheoffie01

Set in a world inspired by Naruto, where chakra fuels powerful jutsu and hidden ninja villages vie for power. You play as a young Genin of the Hidden Leaf, trying to uncover the truth behind the world. Missions, rival clans, and hidden truths await.

Played6 times
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Created
5 days ago
Last Updated
5 days ago
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Absolute Zero Prison (Suiton: Zettairei no Ori)
5

Absolute Zero Prison (Suiton: Zettairei no Ori)

Creates a chilling prison of absolute zero temperature that traps a target, dealing 8d6 cold damage each turn and paralyzing them. The target can make a Constitution saving throw each turn to negate paralysis but still takes damage.

Air Vortex (Fūton: Kūchū Senpūkyaku)
3

Air Vortex (Fūton: Kūchū Senpūkyaku)

Creates a swirling vortex of air that deals 5d6 bludgeoning damage and restrains creatures caught within. Targets must succeed on a Strength saving throw or be restrained until the start of your next turn.

Airborne Assault
4

Airborne Assault

You summon a powerful gust that hurls a target into the air, dealing 7d6 bludgeoning damage and stunning them for 1 round on a failed Constitution save.

Airborne Dash (Fūton: Kūchū Shunpo)
2

Airborne Dash (Fūton: Kūchū Shunpo)

You teleport up to 30 feet in a straight line to an unoccupied space you can see. This movement does not provoke opportunity attacks.

Airborne Mastery (Fūton: Kūchū no Meijin)
5

Airborne Mastery (Fūton: Kūchū no Meijin)

Grants the target a fly speed of 60 feet and immunity to fall damage for 1 hour.

Burial Dome of Doom
5

Burial Dome of Doom

Creates a dome of stone trapping up to 3 creatures within a 20-foot radius. Trapped creatures take 6d10 bludgeoning damage, become restrained, and begin suffocating after 2 rounds unless freed.

Chakra Pulse Scan
0

Chakra Pulse Scan

Emits a 15-foot radius pulse that detects chakra sources such as living creatures, hidden traps, and jutsu residue. Targets can attempt a Dexterity (Stealth) check to avoid revealing their exact location.

Chakra Spark
0

Chakra Spark

You create a brief spark of electrical energy that shocks a target within range, dealing 1d4 lightning damage.

Chakra Step
0

Chakra Step

You lighten your body, making your next footstep silent and allowing you to ignore difficult terrain for 10 feet of movement on your next turn.

Chakra Suppression Seal
0

Chakra Suppression Seal

You place a mystical seal on a caster, suppressing their ability to cast spells for 1 turn. The target must succeed on a Constitution saving throw or be unable to cast spells until the start of your next turn.

Chakra Thread
0

Chakra Thread

Create a thin, glowing chakra thread up to 20 feet long that can manipulate small objects, trigger traps, or connect to an ally for silent communication via signals or tugs.

Cyclone Vortex (Fūton: Senpūkyaku Dai)
5

Cyclone Vortex (Fūton: Senpūkyaku Dai)

You summon a powerful cyclone of wind that lashes out in a 20-foot radius around you, dealing 10d6 bludgeoning damage to all creatures and knocking them prone on a failed Strength saving throw.

Dirt Camouflage
1

Dirt Camouflage

You blend with natural terrain, gaining advantage on Stealth checks while prone or in natural terrain for 10 minutes.

Earth Clone Detonation
3

Earth Clone Detonation

You create a magical earthen clone of yourself that lasts until destroyed or dismissed. When the clone is hit by an attack or you dismiss it, it explodes, dealing 4d8 bludgeoning damage to all creatures within 10 feet.

Earth Style: Armor of Gaia
5

Earth Style: Armor of Gaia

You become a living avatar of earth, gaining +3 AC and immunity to non-magical weapon attacks. When hit by a melee attack, the attacker takes 2d6 bludgeoning damage as the earth retaliates. Duration: 1 minute.

Earth Style: Bedrock Coffin
2

Earth Style: Bedrock Coffin

Four massive slabs of bedrock erupt from the ground, forming a coffin that traps a Medium or smaller creature. The target must succeed on a Dexterity saving throw or become restrained; a Strength check can break the slabs.

Earth Style: Mud Wall
1

Earth Style: Mud Wall

Creates a 10-foot wide, 5-foot thick wall of hardened mud that provides three-quarters cover. The wall lasts for 1 minute or until it is destroyed, having AC 12 and 20 hit points.

Earth Style: Planet Splitter
5

Earth Style: Planet Splitter

A wide fissure splits the land in a 60-foot line, dealing 10d10 damage and creating a 20-foot deep chasm that lasts for 1 minute. The chasm area becomes difficult terrain for the duration.

Earthen Grip
2

Earthen Grip

A stone hand erupts from the ground to grapple a target within range. The target must succeed on a Strength saving throw or be restrained for up to 1 minute, making a Constitution saving throw each round to escape.

Eternal Flame (Katon: Eien no Honoo)
5

Eternal Flame (Katon: Eien no Honoo)

Summons an unquenchable flame that engulfs a target area, dealing 8d6 fire damage at the start of each of the target's turns. The fire persists for 1 minute or until extinguished by magical means.

Exploding Fireball
2

Exploding Fireball

A fiery orb that explodes on impact, dealing 4d6 fire damage in a 10-foot radius. Creatures in the area must make a Dexterity saving throw to halve the damage.

Feather Fall
1

Feather Fall

This spell envelops the target in a gentle wind that slows their descent, negating all fall damage and reducing falling speed for 1 minute.

Feather Step (Fūton: Hane Ayumi)
1

Feather Step (Fūton: Hane Ayumi)

You channel the wind to lighten your steps, granting you advantage on Acrobatics and Stealth checks for 1 minute. Your movements become swift and silent, as if carried by a gentle breeze.

Fire Style: Blazing Pillar
2

Fire Style: Blazing Pillar

Create a vertical pillar of fire that blocks movement in a 5-foot radius and 20 feet high. Creatures in the pillar take 3d6 fire damage and must make a Dexterity saving throw for half damage.

Fire Style: Fire Bullet
1

Fire Style: Fire Bullet

You conjure a small, blazing bullet of fire and hurl it at a target within range. On a hit, the bullet explodes, dealing 2d6 fire damage. The target can make a Dexterity saving throw to halve the damage.

Fire Style: Fire Cloak
3

Fire Style: Fire Cloak

You surround yourself with a cloak of roaring flames. When a creature hits you with a melee attack, they take 3d6 fire damage.

Fire Style: Fire Dragon Flame
2

Fire Style: Fire Dragon Flame

Summon a serpentine stream of fire that erupts in a 15-foot cone, dealing 4d6 fire damage to all creatures in the area. Targets can make a Dexterity saving throw to take half damage.

Fire Style: Fireball Jutsu
1

Fire Style: Fireball Jutsu

You conjure and hurl a large fireball at a point within range, causing an explosion that deals 3d6 fire damage to all creatures in a small area. Targets must make a Dexterity saving throw to take half damage.

Fire Style: Firestorm Vortex
4

Fire Style: Firestorm Vortex

Creates a swirling storm of fire that follows the caster, dealing 7d6 fire damage each round to creatures within 20 feet. Creatures must make a Dexterity saving throw to take half damage.

Fire Style: Flame Comet
5

Fire Style: Flame Comet

You summon a blazing comet that crashes down, exploding in a 20-foot radius and dealing intense fire damage to all creatures within. Each creature must make a Dexterity saving throw to halve the damage.

Fire Style: Flame Cyclone
3

Fire Style: Flame Cyclone

Create a swirling fiery tornado in a 15-foot radius centered on a point within range. Each creature in the area takes 5d6 fire damage and must succeed on a DC 15 Dexterity saving throw or be knocked back 10 feet away from the center.

Fire Style: Flame Wall
1

Fire Style: Flame Wall

Creates a vertical wall of fire up to 10 feet high and 20 feet long that lasts for 1 minute. Creatures passing through the wall take 2d6 fire damage and must make a Dexterity saving throw to take half damage.

Fire Style: Flame Whip
2

Fire Style: Flame Whip

Create a whip of flames that lashes out in close combat, dealing fire damage and attempting to grapple the target.

Fire Style: Great Inferno Dragon
5

Fire Style: Great Inferno Dragon

Unleashes a massive 30-foot cone of roaring fire that engulfs enemies in intense flames, dealing heavy fire damage. Targets must make a Dexterity saving throw to halve the damage.

Fire Style: Meteor Shower
3

Fire Style: Meteor Shower

Summon multiple fireballs to rain down in a 20-foot radius, each dealing 6d6 fire damage. Targets must make a Dexterity saving throw to halve the damage.

Fire Style: Molten Ground
3

Fire Style: Molten Ground

Heats the ground in a 20-foot radius centered on a point within range, dealing 4d6 fire damage to creatures standing on it and creating difficult terrain for 1 minute. Creatures must make a Dexterity saving throw to halve the damage.

Fire Style: Smoke Bomb
1

Fire Style: Smoke Bomb

Creates a heavily obscured area in a 15-foot radius sphere centered on a point within range. Creatures inside the area have disadvantage on attack rolls and cannot see through the smoke. Creatures in the area must succeed on a DC 13 Constitution saving throw or be choked, suffering disadvantage on attack rolls and ability checks until they leave the area.

Flood Current (Suiton: Ōshio no Jutsu)
2

Flood Current (Suiton: Ōshio no Jutsu)

Unleashes a powerful surge of freezing water in a 15-foot cone, dealing 3d6 cold damage and knocking enemies prone on a failed Strength saving throw.

Fortress of Stone
4

Fortress of Stone

Creates a 20-foot cube stone fortress around the caster, granting full cover. The fortress lasts for 10 minutes or until destroyed.

Freezing Grasp (Suiton: Kōri no Tsume)
3

Freezing Grasp (Suiton: Kōri no Tsume)

You conjure icy claws that lash out to grasp a creature within range, dealing 5d6 cold damage and restraining them. The target must succeed on a DC 15 Strength saving throw or be restrained by freezing ice until the end of your next turn.

Frost Nova (Suiton: Hyō no Bakuhatsu)
4

Frost Nova (Suiton: Hyō no Bakuhatsu)

Unleashes a burst of freezing water in a 15-foot radius. Creatures in the area take 7d6 cold damage and must succeed on a DC 16 Constitution saving throw or have their movement speed halved until the end of their next turn.

Gale Slash (Fūton: Kaze no Yaiba)
2

Gale Slash (Fūton: Kaze no Yaiba)

You unleash a sharp gust of wind shaped like a blade that slashes a target within range, dealing slashing damage and pushing them 5 feet away on a failed Strength saving throw.

Gale Wings (Fūton: Kaze no Tsubasa)
3

Gale Wings (Fūton: Kaze no Tsubasa)

You summon the power of the wind to sprout ethereal wings of air, granting you a flying speed of 30 feet for 10 minutes. The wings shimmer with a faint breeze, allowing graceful and silent flight.

Great Stone Sentinel
5

Great Stone Sentinel

Summons a Huge Earth elemental guardian that lasts for 1 minute. The sentinel has high AC and uses powerful slam attacks to defend its summoner.

Great Storm (Fūton: Dai Arashi)
5

Great Storm (Fūton: Dai Arashi)

Unleashes a massive storm of wind and debris in a 40-foot radius, dealing 10d6 bludgeoning and slashing damage to all creatures. Targets can make a Dexterity saving throw to halve the damage.

Great Water Dragon
3

Great Water Dragon

You conjure a massive dragon-shaped torrent of water that sweeps forward in a 30-foot cone, dealing cold damage to all creatures caught within. Targets must make a Dexterity saving throw to halve the damage.

Ice Age (Suiton: Hyōkō no Jutsu)
5

Ice Age (Suiton: Hyōkō no Jutsu)

You unleash a freezing blast in a 30-foot radius, dealing 10d6 cold damage and creating heavily difficult terrain as the ground freezes solid. Creatures in the area must make a DC 17 Constitution saving throw to halve the damage.

Ice Prison (Suiton: Hyōrō no Jutsu)
3

Ice Prison (Suiton: Hyōrō no Jutsu)

Encases a creature in a block of ice, dealing 5d6 cold damage at the start of each of its turns. The creature can attempt a Strength saving throw (DC 15) at the end of each turn to break free.

Ice Shards (Suiton: Hyōryūdan)
2

Ice Shards (Suiton: Hyōryūdan)

You conjure sharp shards of ice that shoot forward in a line, dealing piercing and cold damage to all creatures in its path. Targets must make a Dexterity saving throw or take full damage, half on a success.

Icy Gale (Suiton: Hyōfū no Jutsu)
2

Icy Gale (Suiton: Hyōfū no Jutsu)

Unleashes a chilling gale of icy wind in a 30-foot cone, dealing 3d6 cold damage to creatures caught within. Targets must succeed on a DC 14 Constitution saving throw or have their movement speed halved until the start of your next turn.

Icy Grip (Suiton: Hyōtekina Tsume)
1

Icy Grip (Suiton: Hyōtekina Tsume)

You conjure a chilling grip of ice that lashes out at a creature within range, dealing cold damage and reducing its speed. The target must succeed on a Constitution saving throw or have its speed reduced by 10 feet until the start of your next turn.

Icy Whirlwind (Suiton: Hyō Senpū)
4

Icy Whirlwind (Suiton: Hyō Senpū)

Conjures a swirling icy tempest that deals 6d6 cold damage to creatures in a 20-foot radius and knocks them back 15 feet on a failed Dexterity saving throw (DC 16). On a successful save, creatures take damage but are not knocked back.

Inferno Prison
4

Inferno Prison

Creates a fiery prison around a target, dealing 6d6 fire damage at the start of each of their turns. The target can attempt a Dexterity saving throw (DC 16) at the end of each turn to escape the prison.

Landslide Wave
4

Landslide Wave

Unleash a 60-foot cone of sliding rock that deals 8d6 bludgeoning damage and knocks creatures prone. Structures in the area may collapse, causing additional hazards at the DM's discretion.

Mark of Recall
0

Mark of Recall

You inscribe a glowing, invisible chakra seal on a surface. For the next 24 hours, you can sense the direction to this mark as long as you remain within 1 mile of it.

Mist Form (Suiton: Kiri no Katachi)
5

Mist Form (Suiton: Kiri no Katachi)

You transform your body into a swirling mist, gaining advantage on Stealth checks and resistance to non-magical bludgeoning, piercing, and slashing damage. The effect lasts for up to 1 minute or until you end it early.

Mist Step (Suiton: Kiri no Ayumi)
4

Mist Step (Suiton: Kiri no Ayumi)

You envelop yourself in a swirling mist and instantly teleport up to 50 feet to an unoccupied space you can see within the mist. The mist lingers lightly around you for 1 minute, lightly obscuring your position.

Mist Veil (Suiton: Kirigakure no Jutsu)
1

Mist Veil (Suiton: Kirigakure no Jutsu)

Creates a dense mist in a 20-foot radius sphere centered on a point within range, heavily obscuring the area. Creatures inside the mist have disadvantage on attack rolls and Wisdom (Perception) checks relying on sight.

Phoenix Flame
4

Phoenix Flame

A towering pillar of fire erupts at a point you choose within range, dealing 6d6 fire damage to enemies in a 20-foot radius and healing allies within the same area for 3d6 hit points.

Rock Bullet Barrage
3

Rock Bullet Barrage

Summon 6 stone bullets that you can launch as a bonus action each round for up to 1 minute. Each bullet deals 2d6 bludgeoning damage on a hit.

Rock Pillar Rising
2

Rock Pillar Rising

You cause a 5-foot wide, 10-foot tall pillar of rock to erupt from the ground beneath a creature or yourself, lifting the target up or creating an obstacle that blocks movement. The pillar remains for 1 minute or until destroyed.

Rock Shuriken
1

Rock Shuriken

Summon and hurl two razor-sharp stones as projectiles, each dealing 1d4 piercing damage. The stones have a range of 30 feet normal and 60 feet at long range.

Seismic Pulse
2

Seismic Pulse

Unleashes a powerful tremor in a 30-foot radius. Creatures in the area must succeed on a Dexterity saving throw or fall prone.

Slicing Storm (Fūton: Kaze no Arashi)
3

Slicing Storm (Fūton: Kaze no Arashi)

Unleash a fierce 20-foot cone of razor-sharp wind blades that slice through enemies, dealing slashing damage. Targets must make a Dexterity saving throw to avoid half damage.

Soaking Rain (Suiton: Amefuri no Jutsu)
2

Soaking Rain (Suiton: Amefuri no Jutsu)

Creates a heavy rainstorm in a 20-foot radius centered on a point within range. The rain extinguishes fires and imposes disadvantage on ranged weapon attack rolls while within the area. The effect lasts for 1 minute or until concentration is broken.

Solar Flare
4

Solar Flare

Emit a bright flash of firelight in a 15-foot radius. Creatures in the area take 4d6 fire damage and must succeed on a DC 16 Constitution saving throw or be blinded for 1 round.

Stone Fist Jutsu
1

Stone Fist Jutsu

Your fist hardens like stone, empowering your next unarmed melee strike to deal an additional 1d6 bludgeoning damage and potentially knock the target prone if they fail a Strength saving throw.

Stone Golem Armor
3

Stone Golem Armor

You are encased in a thick armor of stone, granting +2 AC and resistance to non-magical slashing and bludgeoning damage for 1 minute.

Stoneform
4

Stoneform

Transforms the caster's body into hardened stone for 1 minute, granting resistance to bludgeoning, piercing, and slashing damage and enhancing melee attacks to deal +2 damage.

Storm Surge (Fūton: Arashi no Nagare)
4

Storm Surge (Fūton: Arashi no Nagare)

Unleashes a powerful gust of wind and slicing storm energy in a 30-foot line, dealing 8d6 slashing damage and pushing enemies 10 feet away. Targets must succeed on a DC 16 Dexterity saving throw to halve damage and avoid being pushed.

Sunfire Wave (Katon: Taiyō no Namida)
5

Sunfire Wave (Katon: Taiyō no Namida)

Unleashes a searing 30-foot line of intense fire, dealing 12d6 fire damage to all creatures in its path. Targets can make a Dexterity saving throw to halve the damage.

Surface Cling
0

Surface Cling

Allows the caster to walk on walls or water surfaces for 1 round, defying gravity and surface tension.

Tectonic Rupture
3

Tectonic Rupture

Creates two 20-foot long cracks in the ground. Creatures in each line take 5d6 damage and must succeed on a Dexterity saving throw or fall prone.

Titan's Grip
4

Titan's Grip

Summons a huge stone hand that slams down and restrains up to two Large or smaller creatures within range. Targets must succeed on a Strength saving throw or be restrained until the spell ends.

Tornado Spin (Fūton: Tatsumaki Senpū)
2

Tornado Spin (Fūton: Tatsumaki Senpū)

You create a violent spinning tornado in a 15-foot radius around you, dealing 4d6 bludgeoning damage to all creatures in the area. Creatures can make a Dexterity saving throw to take half damage.

Tsunami Wave (Suiton: Ōnamida no Jutsu Kai)
4

Tsunami Wave (Suiton: Ōnamida no Jutsu Kai)

You conjure a massive wave of freezing water that crashes in a 30-foot line. Each creature in the line must make a Dexterity saving throw or take 8d6 cold damage, half damage on a successful save.

Water Blade (Suiton: Suiken)
3

Water Blade (Suiton: Suiken)

You conjure a sharp blade of swirling water and ice, hurling it at a target within range. On a hit, the blade deals piercing cold damage as it cuts through flesh and armor.

Water Bullet (Suiton: Suiryūdan no Jutsu)
1

Water Bullet (Suiton: Suiryūdan no Jutsu)

You conjure a high-pressure bullet of water and hurl it at a target within range. On a hit, the target takes 3d6 cold damage as the freezing water slams into them. The target can make a Dexterity saving throw to halve the damage.

Water Spear Barrage (Suiton: Mizuken Ranbu)
5

Water Spear Barrage (Suiton: Mizuken Ranbu)

You conjure a barrage of sharp water spears that shoot in a straight line, piercing multiple enemies. Each target in the line must make a Dexterity saving throw or take full cold and piercing damage, half on a success.

Water Wall (Suiton: Suijinheki)
1

Water Wall (Suiton: Suijinheki)

Creates a shimmering wall of water up to 30 feet long and 10 feet high that grants +2 AC to creatures behind it by blocking incoming attacks. The wall lasts for 1 minute or until destroyed.

Whirlwind Gust (Fūton: Senpū)
1

Whirlwind Gust (Fūton: Senpū)

Unleash a powerful 15-foot cone of swirling wind that deals 2d6 bludgeoning damage and pushes enemies back 10 feet. Targets must succeed on a Strength saving throw to halve damage and avoid being pushed.

Wind Blade Barrage
2

Wind Blade Barrage

Unleash a barrage of razor-sharp wind blades in a 30-foot line, each blade slicing through enemies. Targets must make a Dexterity saving throw or take full slashing damage, half on a success.

Wind Cutter (Fūton: Kaze no Hekireki)
3

Wind Cutter (Fūton: Kaze no Hekireki)

Unleashes a sharp gust of wind that slices through armor, dealing 5d6 slashing damage. Targets must succeed on a Dexterity saving throw or take full damage, half on success.

Wind Gust
0

Wind Gust

A brief blast of wind pushes a target or object 5 feet away from the caster. The spell can target a creature or an unattended object within range.

Wind Shield (Fūton: Kaze no Tate)
1

Wind Shield (Fūton: Kaze no Tate)

Creates a swirling barrier of wind around the caster, granting +2 AC for 1 minute or until the caster is hit by an attack. The shield deflects incoming attacks with gusts of wind, providing enhanced defense without dealing damage.

Wind Step (Fūton: Kaze no Ashiato)
5

Wind Step (Fūton: Kaze no Ashiato)

You teleport up to 60 feet to an unoccupied space you can see. Your next weapon or spell attack before the end of your next turn is made with advantage.

Wind Walkers (Fūton: Kaze no Ayumi)
4

Wind Walkers (Fūton: Kaze no Ayumi)

Grants up to three allies the ability to fly 30 feet for 10 minutes. This spell does not deal damage or require saving throws.

Windstorm Charge (Fūton: Arashi no Densetsu)
4

Windstorm Charge (Fūton: Arashi no Densetsu)

You summon a fierce windstorm around you, charging forward with great force. The charge deals 8d6 bludgeoning damage to all creatures in a 15-foot line and increases your movement speed by 10 feet for 1 minute.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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