Shinobi Overview

Shinobi are trained operatives who combine physical discipline with the supernatural manipulation of chakra. They move through the battlefield at extreme speed, deceive their enemies with transformations and illusions, and unleash techniques shaped by elemental affinities or inherited bloodlines.

A Shinobi is defined by two major choices. A Chakra Origin determines the nature or heritage of the character's chakra, while a Shinobi Path determines how that power is trained and applied. Two Shinobi can share the same Chakra Origin while fighting in completely different ways.

Class Summary

A Shinobi preparing to strike while channeling chakra.
A Shinobi combines speed, martial training and supernatural chakra techniques.
Primary Abilities
Dexterity and Wisdom
Hit Die
d8
Saving Throws
Dexterity and Intelligence
Armor
Light armor
Weapons
Simple weapons and martial melee weapons that have the Finesse property
Tools
Disguise kit, plus herbalism kit, poisoner's kit or thieves' tools
Skills
Choose three from the Shinobi skill list
Shinobi Class Summary
TraitRules
Primary AbilitiesDexterity and Wisdom
Hit Died8
Saving Throw ProficienciesDexterity and Intelligence
ArmorLight armor
WeaponsSimple weapons and martial melee weapons that have the Finesse property
ToolsDisguise kit and one of the following: herbalism kit, poisoner's kit or thieves' tools
SkillsChoose three from Acrobatics, Arcana, Athletics, Deception, Insight, Investigation, Medicine, Nature, Perception, Sleight of Hand, Stealth and Survival

Hit Points

Shinobi Hit Points
EntryRules
Hit Dice1d8 per Shinobi level
Hit Points at 1st Level8 + your Constitution modifier
Hit Points at Higher Levels1d8, or 5, plus your Constitution modifier per Shinobi level after 1st

Proficiencies

Shinobi Proficiencies
EntryRules
ArmorLight armor. The Shinobi does not gain proficiency with shields.
WeaponsSimple weapons and martial melee weapons that have the Finesse property
ToolsDisguise kit and one of the following: herbalism kit, poisoner's kit or thieves' tools
Saving ThrowsDexterity and Intelligence
SkillsChoose three from Acrobatics, Arcana, Athletics, Deception, Insight, Investigation, Medicine, Nature, Perception, Sleight of Hand, Stealth and Survival

Shinobi Weapon Presentation

These names represent alternative appearances for existing weapons. They do not change the weapon's normal statistics unless a Shinobi feature or technique explicitly states otherwise.

Shinobi Weapon Names
Shinobi WeaponExisting Weapon Statistics
KunaiDagger
ShurikenDart
SenbonDart
Short ninja bladeShortsword
Chain sickleWhip
Combat staffQuarterstaff

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Leather armor
  • A shortsword or two daggers
  • A shortbow and a quiver containing 20 arrows, or ten darts
  • A burglar's pack or an explorer's pack
  • A disguise kit
  • One herbalism kit, poisoner's kit or set of thieves' tools with which you are proficient

Alternatively, you can forgo this starting equipment and begin with 4d4 x 10 gp to purchase your own equipment.

Shinobi Progression

See how the Shinobi develops from level 1 to 20 through Chakra, techniques, inherited manifestations, Fortune Dice and specialized training.

The Shinobi table shows the features, Chakra Points, techniques known, maximum technique rank and Fortune Die gained at each level.

Level 1 4 features gained Shinobi Training - Chakra Pool - Chakra Origin - Chakra Techniques +2 PB
Proficiency bonus
+2
Chakra
3
Techniques
3
Max rank
I
Fortune
-
Level 2 2 features gained Shinobi Step - Fortune Dice +2 PB
Proficiency bonus
+2
Chakra
4
Techniques
4
Max rank
I
Fortune
d6

Features gained at level 2

Level 3 1 feature gained Shinobi Path +2 PB
Proficiency bonus
+2
Chakra
5
Techniques
4
Max rank
I
Fortune
d6

Features gained at level 3

Level 4 1 feature gained Ability Score Improvement +2 PB
Proficiency bonus
+2
Chakra
6
Techniques
5
Max rank
I
Fortune
d6

Features gained at level 4

Level 5 4 features gained Extra Attack - Chakra-Infused Strike - Developed Manifestation - Rank II Techniques +3 PB
Proficiency bonus
+3
Chakra
8
Techniques
5
Max rank
II
Fortune
d6
Level 6 2 features gained Shinobi Path Feature - Improved Fortune +3 PB
Proficiency bonus
+3
Chakra
9
Techniques
6
Max rank
II
Fortune
d8

Features gained at level 6

Level 7 1 feature gained Evasion +3 PB
Proficiency bonus
+3
Chakra
10
Techniques
6
Max rank
II
Fortune
d8

Features gained at level 7

Level 8 1 feature gained Ability Score Improvement +3 PB
Proficiency bonus
+3
Chakra
11
Techniques
7
Max rank
II
Fortune
d8

Features gained at level 8

Level 9 3 features gained Chakra Movement - Advanced Manifestation - Rank III Techniques +4 PB
Proficiency bonus
+4
Chakra
13
Techniques
7
Max rank
III
Fortune
d8
Level 10 1 feature gained Shinobi Path Feature +4 PB
Proficiency bonus
+4
Chakra
14
Techniques
8
Max rank
III
Fortune
d8

Features gained at level 10

Level 11 2 features gained Chakra-Infused Strike Improvement - Improved Fortune +4 PB
Proficiency bonus
+4
Chakra
15
Techniques
8
Max rank
III
Fortune
d10
Level 12 1 feature gained Ability Score Improvement +4 PB
Proficiency bonus
+4
Chakra
16
Techniques
9
Max rank
III
Fortune
d10

Features gained at level 12

Level 13 3 features gained Unbroken Focus - Greater Manifestation - Rank IV Techniques +5 PB
Proficiency bonus
+5
Chakra
18
Techniques
9
Max rank
IV
Fortune
d10
Level 14 1 feature gained Shinobi Path Feature +5 PB
Proficiency bonus
+5
Chakra
19
Techniques
10
Max rank
IV
Fortune
d10

Features gained at level 14

Level 15 1 feature gained Perfect Chakra Control +5 PB
Proficiency bonus
+5
Chakra
20
Techniques
10
Max rank
IV
Fortune
d10

Features gained at level 15

Level 16 1 feature gained Ability Score Improvement +5 PB
Proficiency bonus
+5
Chakra
21
Techniques
11
Max rank
IV
Fortune
d10

Features gained at level 16

Level 17 4 features gained Chakra-Infused Strike Improvement - Perfected Manifestation - Improved Fortune - Rank V Techniques +6 PB
Proficiency bonus
+6
Chakra
23
Techniques
11
Max rank
V
Fortune
d12
Level 18 1 feature gained Hidden Technique Mastery +6 PB
Proficiency bonus
+6
Chakra
24
Techniques
12
Max rank
V
Fortune
d12

Features gained at level 18

Level 19 1 feature gained Ability Score Improvement +6 PB
Proficiency bonus
+6
Chakra
25
Techniques
12
Max rank
V
Fortune
d12

Features gained at level 19

Level 20 1 feature gained Kage State +6 PB
Proficiency bonus
+6
Chakra
30
Techniques
14
Max rank
V
Fortune
d12

Features gained at level 20

Level 1

Shinobi Training

Your training has prepared you for infiltration, pursuit and sudden combat. You gain the proficiencies listed in the Shinobi class description and can use the names of traditional Shinobi weapons for existing weapon statistics.

Level 1

Chakra Pool

You possess a pool of Chakra Points shown in the Chakra Points column of the Shinobi table. You expend Chakra Points to activate techniques and class features.

You regain all expended Chakra Points when you finish a short or long rest. To regain Chakra Points during a rest, you must spend at least 30 minutes meditating, controlling your breathing, maintaining your equipment or performing chakra exercises.

You cannot regain Chakra Points from more than two short rests between long rests.

Level 1

Chakra Techniques

Technique Ability

Wisdom is your technique ability for your Shinobi techniques. Your control over chakra depends on awareness, focus and mental discipline.

  • Technique Save DC: 8 + your proficiency bonus + your Wisdom modifier
  • Technique Attack Modifier: your proficiency bonus + your Wisdom modifier

Technique Components

Shinobi techniques are performed through chakra control, physical movement and hand signs.

Unless a technique states otherwise, you must be able to move at least one hand freely to activate it.

You cannot activate a technique while Incapacitated, Unconscious, Petrified or unable to move either hand.

Being silenced does not normally prevent you from activating a technique.

A creature that can see you perform a technique can recognize that you are using a supernatural ability, even when it does not understand the specific technique.

Techniques and Armor

You can activate Shinobi techniques while wearing light armor.

You cannot activate a Shinobi technique while wearing medium armor, heavy armor or wielding a shield unless that technique or another Shinobi feature explicitly allows it.

A technique that is already active is suppressed while you wear prohibited armor or wield a shield. Its duration continues to pass while suppressed.

Learning Techniques

You learn three Rank I Shinobi techniques of your choice. The number of techniques you know increases as shown in the Techniques Known column of the Shinobi table.

Whenever you gain a Shinobi level, you can replace one technique you know with another Shinobi technique for which you meet the requirements.

You cannot learn a technique with a rank higher than the Maximum Technique Rank shown for your Shinobi level.

Techniques are divided into four categories:

  • Universal Techniques: can be learned by any Shinobi.
  • Nature Techniques: require access to the listed Chakra Nature.
  • Heritage Techniques: require the listed Rare Chakra Heritage.
  • Path Techniques: require the listed Shinobi Path.

A technique that requires concentration follows the normal concentration rules.

View the Shinobi Technique List

Level 1

Chakra Origin

At 1st level, determine how your chakra developed. Choose Trained Affinity or Bloodline of Fate.

Trained Affinity

You developed a stable elemental affinity through training. Choose one of the following Chakra Natures:

  • Fire Release
  • Wind Release
  • Lightning Release
  • Earth Release
  • Water Release

You can learn Nature Techniques that require the chosen Chakra Nature.

You also learn one additional Rank I Nature Technique associated with the chosen Chakra Nature. This technique does not count against your number of techniques known.

Trained Affinity cannot grant a combined Chakra Nature, Rare Chakra Heritage or Dojutsu.

Bloodline of Fate

Rather than selecting a standard Chakra Nature, roll 1d100 on the Rare Chakra Heritage table. You must accept the result.

This roll is not a d20 roll and cannot be modified by Fortune Dice.

A Rare Chakra Heritage grants its listed initial manifestation and allows you to learn Heritage Techniques that require that heritage.

Rare Chakra Heritage
d100Rare Chakra Heritage
01-10Dual Affinity
11-17Yin Release
18-24Yang Release
25-31Ice Release
32-38Lava Release
39-45Boil Release
46-52Storm Release
53-59Magnet Release
60-65Explosion Release
66-71Scorch Release
72-77Crystal Release
78-82Swift Release
83-87Chakra Chains
88-91Living Shadow
92-94Bone Bloodline
95-97Dojutsu
98-99Wood Release
100Mythic Heritage
Initial Manifestations
Rare Chakra HeritageInitial Manifestation
Dual AffinityChoose two different standard Chakra Natures. You can learn Nature Techniques belonging to either nature. You learn one additional Rank I Nature Technique from either chosen nature. It does not count against your number of techniques known.
Yin ReleaseGain proficiency in either Deception or Insight. If you already have proficiency in the chosen skill, your proficiency bonus is doubled for checks made with it. Whenever one of your Shinobi techniques would deal force damage, you can cause it to deal psychic damage instead.
Yang ReleaseYour hit point maximum increases by 1 for every Shinobi level you possess. It increases by 1 whenever you gain another Shinobi level.
Ice ReleaseYou have resistance to cold damage. You can learn Nature Techniques that require Water Release or Wind Release.
Lava ReleaseYou have resistance to fire damage. You can learn Nature Techniques that require Earth Release or Fire Release.
Boil ReleaseYou have resistance to poison damage and advantage on saving throws against the Poisoned condition. You can learn Nature Techniques that require Fire Release or Water Release.
Storm ReleaseYou have resistance to lightning damage. You can learn Nature Techniques that require Lightning Release or Water Release.
Magnet ReleaseA thrown weapon used by you returns to your hand immediately after the attack. Returning a weapon in this way requires no action. Your normal and long ranges with thrown weapons increase by 10 feet.
Explosion ReleaseYou have resistance to thunder damage. Once on each of your turns when a Shinobi technique deals damage, you can deal additional thunder damage equal to your proficiency bonus to one creature damaged by that technique.
Scorch ReleaseA creature that takes fire damage from one of your Shinobi techniques cannot regain hit points until the start of your next turn.
Crystal ReleaseWhile wearing light armor or no armor and not wielding a shield, you gain a +1 bonus to Armor Class.
Swift ReleaseYour walking speed increases by 5 feet. You can add your proficiency bonus to initiative rolls.
Chakra ChainsAs a bonus action, you can form or dismiss a chakra chain in an empty hand. It is a magical melee weapon with the Finesse and Reach properties. It deals 1d6 force damage on a hit. The chain disappears when it leaves your possession.
Living ShadowYou gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet. You can take the Hide action while lightly obscured by dim light.
Bone BloodlineAs a bonus action, you can form or dismiss a bone weapon in an empty hand. It is a magical melee weapon with the Finesse property. It deals 1d6 piercing or slashing damage, chosen when the weapon is formed. The weapon disappears when it leaves your possession.
DojutsuGain proficiency in Perception. If you already have proficiency in Perception, your proficiency bonus is doubled for checks made with it. You have advantage on Wisdom (Perception) checks that rely on sight.
Wood ReleaseAs a bonus action, choose a 5-foot square of ground you can see within 30 feet. Roots and wooden growths fill the square until the start of your next turn, making it difficult terrain. A creature standing in the square when you create it must succeed on a Strength saving throw against your Technique Save DC or have its speed reduced to 0 until the start of your next turn. You can use this manifestation a number of times equal to your proficiency bonus and regain all uses after a long rest.
Mythic HeritageRoll twice on the Rare Chakra Heritage table and gain both results. Reroll duplicate results and reroll any additional result of 100.
Level 2

Shinobi Step

As a bonus action, you can take the Dash, Disengage or Hide action.

Level 2

Fortune Dice

You possess a number of Fortune Dice equal to your proficiency bonus. Your Fortune Die begins as a d6 and changes as shown in the Fortune Die column of the Shinobi table.

When you or another creature you can see within 30 feet makes an attack roll, ability check or saving throw, you can use your reaction and expend one Fortune Die.

Roll the die and either:

  • Add the result to the roll made by you or an ally.
  • Subtract the result from the roll made by an enemy.

You decide after the d20 is rolled but before the outcome is announced.

Only one Fortune Die can be applied to a roll.

You regain all expended Fortune Dice when you finish a long rest.

Level 3

Shinobi Path

At 3rd level, choose the specialized discipline through which you apply your Shinobi training:

View the Shinobi Paths overview

Your chosen path grants features at 3rd, 6th, 10th and 14th level.

Levels 4, 8, 12, 16 and 19

Ability Score Improvement

When you reach this level, you can increase one ability score of your choice by 2, increase two ability scores of your choice by 1, or select a feat for which you qualify. You cannot increase an ability score above 20 using this feature.

Level 5

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Activating a technique is not the Attack action unless the technique explicitly states otherwise.

Level 5

Chakra-Infused Strike

Once on each of your turns when you hit a creature with a weapon attack or unarmed strike, you deal an additional 1d6 damage.

The damage type is determined by the technique, Chakra Nature or Rare Chakra Heritage used to empower the strike. If no feature determines the damage type, the additional damage is force damage.

The additional damage increases to 2d6 at 11th level and 3d6 at 17th level.

Level 5

Developed Manifestation

Your Chakra Origin develops further.

If you selected Trained Affinity, learn one additional Nature Technique associated with your chosen Chakra Nature.

If you selected Bloodline of Fate, learn one additional Heritage Technique associated with your Rare Chakra Heritage.

The technique must be of a rank you can use and does not count against your number of techniques known.

Level 6

Improved Fortune

Your Fortune Die becomes a d8.

When you finish a short rest, you regain one expended Fortune Die.

Level 7

Evasion

When an effect allows you to make a Dexterity saving throw to take only half damage, you instead take no damage on a successful saving throw and half damage on a failed saving throw.

You cannot use this feature while Incapacitated.

Level 9

Chakra Movement

While you are not Incapacitated, you can move across liquids and vertical surfaces as though they were solid ground.

You do not need to expend Chakra Points to maintain this movement.

If you are knocked Prone or become Incapacitated while standing on a liquid or vertical surface, you immediately begin falling or sinking.

Level 9

Advanced Manifestation

Once on each of your turns when you activate a technique associated with your Chakra Origin, add your Wisdom modifier to one damage roll or healing roll of that technique.

If the technique produces neither damage nor healing, you instead gain temporary hit points equal to your Wisdom modifier after activating it.

Level 11

Chakra-Infused Strike Improvement

The additional damage from Chakra-Infused Strike becomes 2d6.

Level 11

Improved Fortune

Your Fortune Die becomes a d10.

When you finish a short rest, you regain up to two expended Fortune Dice.

Level 13

Unbroken Focus

You have advantage on Constitution saving throws made to maintain concentration on a Shinobi technique.

When you fail a Constitution saving throw made to maintain concentration on a Shinobi technique, you can expend 2 Chakra Points to reroll the saving throw. You must use the new result.

Level 13

Greater Manifestation

Once on each of your turns when you activate a technique associated with your Chakra Origin, reduce its Chakra Point cost by 1, to a minimum cost of 1.

Level 15

Perfect Chakra Control

Once on each of your turns, reduce the Chakra Point cost of one Rank I technique by 1, to a minimum cost of 0.

Hostile effects cannot remove your Chakra Points unless you are Unconscious.

Level 17

Chakra-Infused Strike Improvement

The additional damage from Chakra-Infused Strike becomes 3d6.

Level 17

Perfected Manifestation

Choose one Rank IV or lower technique associated with your Chakra Origin.

You can activate that technique once without expending Chakra Points. You regain this use when you finish a short or long rest.

You can change the selected technique whenever you gain another Shinobi level.

Level 17

Improved Fortune

Your Fortune Die becomes a d12.

You regain all expended Fortune Dice when you finish a short or long rest.

Level 18

Hidden Technique Mastery

Choose one Rank III or lower technique you know as your Signature Technique.

The Chakra Point cost of the technique is reduced by 1, to a minimum cost of 0.

You can activate the technique once without expending Chakra Points and regain this use when you finish a long rest.

The technique cannot be removed, replaced or forgotten against your will.

Whenever you gain a Shinobi level, you can choose a different qualifying technique as your Signature Technique.

Level 20

Kage State

As a bonus action, you enter a Kage State for 1 minute. Once you use this feature, you cannot use it again until you finish a long rest.

When the state begins:

  • You immediately regain 10 Chakra Points.
  • You have advantage on Dexterity and Wisdom saving throws.
  • The Chakra Point cost of your techniques is reduced by 2, to a minimum cost of 1.
  • Once on each of your turns, you can use a Fortune Die without expending it.
  • Your walking speed increases by 20 feet.

The Kage State ends early if you become Unconscious.

Multiclassing

To multiclass into or out of the Shinobi class, you must have a Dexterity score of at least 13 and a Wisdom score of at least 13.

Proficiencies Gained

When a character gains their first Shinobi level after 1st level, they gain:

  • Light armor
  • Simple weapons
  • Shortswords
  • Disguise kits
  • One skill of their choice from the Shinobi skill list

They do not gain:

  • Shinobi saving throw proficiencies
  • The additional tool choice
  • Starting equipment
  • The complete Shinobi weapon proficiency list

Chakra and Multiclassing

Your Chakra Points, techniques known and maximum technique rank are determined only by your Shinobi level.

Chakra Points are separate from Ki Points, Sorcery Points, spell slots, Superiority Dice, Psionic Energy Dice and similar class resources.

One resource cannot be spent in place of another unless a feature explicitly states otherwise.

Shinobi References