Path of the Medical Shinobi FAQ
What are the main Path of the Medical Shinobi features?
The Path gains Medical Training at 3rd level, Chakra Scalpel at 6th, Cellular Restoration at 10th and Regenerative Seal at 14th. Together they strengthen First Aid, add a Wisdom-based melee mode, remove serious conditions and provide a prepared emergency heal.
3rd level — Medical Training
Gain Medicine proficiency, or double proficiency if already proficient. Learn First Aid Technique without using a normal technique-known slot. A creature can benefit from your First Aid Technique twice per short or long rest instead of once, and Shinobi-technique healing also grants temporary hit points equal to your proficiency bonus.
6th level — Chakra Scalpel
As a bonus action, spend 1 Chakra Point to form the scalpel for 1 minute. Your unarmed strikes may deal force damage, may use Wisdom for attack and damage rolls, deal an extra 1d8 force damage once on each of your turns, and temporarily prevent the damaged target from regaining hit points.
10th level — Cellular Restoration
As an action, touch a living creature and spend 3 Chakra Points to end blindness, deafness, paralysis, poison, one disease, or reduce exhaustion by 1. A creature cannot have exhaustion reduced by this feature again until after a long rest.
14th level — Regenerative Seal
After a long rest, place a seal on yourself or a willing creature. When that creature falls to half maximum hit points or lower, you or it can use a reaction to activate the seal. It heals 4d8 + your Wisdom modifier and ends one listed condition, then the seal disappears.
The Shinobi chassis remains intact
The character still receives Chakra, Fortune Dice, technique ranks, Extra Attack, Evasion, Chakra Movement and all later base-class progression.