Path Overview

A precise chakra specialist who restores allies, removes harmful conditions and weaponizes biological knowledge.

Combat Role
Healer and support combatant
Primary Focus
Healing, condition removal, chakra scalpels and biological control

Medical Shinobi use precise chakra control to close wounds, remove toxins and manipulate the biological systems of living creatures.

The same knowledge that repairs tissue can also interrupt nerves, disable muscles and prevent an enemy from recovering.

Path Features

Path of the Medical Shinobi Features
Shinobi LevelFeature
3Medical Training
6Chakra Scalpel
10Cellular Restoration
14Regenerative Seal
3th Level

Medical Training

Gain proficiency in Medicine. If you already have proficiency in Medicine, your proficiency bonus is doubled for checks made with it.

You learn First Aid Technique if you do not already know it. It does not count against your number of techniques known.

A creature can regain hit points from your First Aid Technique twice per short or long rest instead of once.

Whenever one of your Shinobi techniques restores hit points to a creature, that creature also gains temporary hit points equal to your proficiency bonus.

6th Level

Chakra Scalpel

As a bonus action, you can expend 1 Chakra Point to form a chakra scalpel around one or both hands for 1 minute.

For the duration:

  • Your unarmed strikes can deal force damage instead of bludgeoning damage.
  • You can use Wisdom instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes.
  • Once on each of your turns when you hit a creature with an unarmed strike, the creature takes an additional 1d8 force damage.
  • A creature damaged by the additional force damage cannot regain hit points until the start of your next turn.

The effect ends early if you become Unconscious.

10th Level

Cellular Restoration

As an action, touch a living creature and expend 3 Chakra Points.

Choose one of the following effects:

  • End the Blinded condition.
  • End the Deafened condition.
  • End the Paralyzed condition.
  • End the Poisoned condition.
  • End one disease affecting the target.
  • Reduce the target's Exhaustion level by 1.

A creature cannot have its Exhaustion reduced by this feature again until it finishes a long rest.

14th Level

Regenerative Seal

When you finish a long rest, place a Regenerative Seal on yourself or one willing creature you touch. The seal remains until you finish another long rest or place it on a different creature.

When the sealed creature is reduced to half its hit point maximum or lower, you or the sealed creature can use a reaction to activate the seal.

The creature regains 4d8 + your Wisdom modifier hit points and can immediately end one of the following conditions affecting it:

  • Blinded
  • Charmed
  • Deafened
  • Frightened
  • Paralyzed
  • Poisoned
  • Stunned

Once activated, the seal disappears.

Play This Path If You Want To

  • Heal party members
  • Remove dangerous conditions
  • Stabilize injured allies
  • Fight with precise chakra scalpels
  • Combine support with melee pressure