Shinobi FAQ
What are the main Shinobi class features?
The current Shinobi's main features are Shinobi Training, Chakra Pool, Chakra Origin, Chakra Techniques, Shinobi Step, Fortune Dice, a Shinobi Path, Extra Attack, Chakra-Infused Strike, Evasion, Chakra Movement, progressive Chakra Origin Manifestations, Unbroken Focus, Perfect Chakra Control, Hidden Technique Mastery, and Kage State. Technique ranks progress from I to V, and Chakra fully returns after a short or long rest.
The Shinobi progression is built around a stable martial chassis with increasingly powerful supernatural choices layered on top.
1st level: Shinobi Training
Shinobi Training establishes the class's light-armor, finesse-oriented martial identity and broad infiltration skill set.
Dexterity and Wisdom are the central abilities.
1st level: Chakra Pool
The class gains Chakra Points.
The pool grows with Shinobi level and fully recovers on a short or long rest.
Chakra pays for Techniques and other features that explicitly require it.
1st level: Chakra Origin
The Shinobi chooses or determines how their chakra developed.
The current structure distinguishes Trained Affinity from Bloodline of Fate.
The Origin later develops at 5th, 9th, 13th, and 17th level through progressively stronger Manifestations.
It is not the subclass.
1st level: Chakra Techniques
The Shinobi begins learning Techniques immediately.
The number known grows with level.
The maximum available rank increases at 5th, 9th, 13th, and 17th level.
2nd level: Shinobi Step
Shinobi Step provides a free resource-independent mobility baseline by allowing Dash, Disengage, or Hide as a bonus action.
Normal rules still determine whether hiding is possible.
2nd level: Fortune Dice
Fortune Dice allow the Shinobi to influence important d20 outcomes.
The pool size is connected to proficiency bonus in the current design, the die size improves with level, and recovery improves in stages.
3rd level: Shinobi Path
The Path is the subclass.
It grants features at:
3rd 6th 10th 14th
5th level: Extra Attack
The Shinobi attacks twice when taking the Attack action.
Activating a Technique is not automatically the Attack action unless the Technique says otherwise.
5th level: Chakra-Infused Strike
Once on each of the Shinobi's turns, a qualifying weapon attack or unarmed strike gains additional damage.
The damage starts at 1d6 and improves to 2d6 at 11th level and 3d6 at 17th.
The damage does not require Chakra expenditure.
5th–17th level: Origin Manifestations
The Chakra Origin develops at several milestones.
These Manifestations make the chosen Nature or Rare Heritage progressively more important without replacing the Shinobi Path.
7th level: Evasion
Evasion improves Dexterity-save effects that normally deal half damage on a successful save.
The current feature does not function while the Shinobi is incapacitated.
9th level: Chakra Movement
Chakra Movement allows movement across liquids and vertical surfaces as though they were solid ground while the Shinobi remains capable of maintaining that movement.
The current live class no longer requires paying Chakra merely to remain on the surface during ordinary use.
13th level: Unbroken Focus
Unbroken Focus grants advantage on Constitution saving throws made to maintain concentration on a Shinobi Technique.
After a failed concentration save, the Shinobi can spend Chakra to reroll it and must use the new result.
15th level: Perfect Chakra Control
Perfect Chakra Control reduces the cost of one Rank I Technique per turn, potentially to 0, and protects Chakra Points from hostile removal unless the Shinobi is unconscious.
18th level: Hidden Technique Mastery
The Shinobi selects a qualifying Signature Technique.
Its Chakra cost is reduced and it gains a limited free activation under the feature.
20th level: Kage State
Kage State is a one-minute transformation entered as a bonus action once per long rest.
It restores Chakra immediately, improves Dexterity and Wisdom saving throws, reduces Technique costs, grants a free Fortune Die use each turn, and increases walking speed.
How the features work together
Shinobi Step provides free mobility.
Extra Attack and Chakra-Infused Strike provide a dependable martial floor.
Techniques create supernatural versatility.
The Origin determines the nature of the power.
The Path determines training specialization.
Fortune Dice manipulate pivotal rolls.
High-level features make the class increasingly efficient at using all of those systems together.