The Shinobi subclass is called a Shinobi Path. The Path is selected at 3rd level and grants additional features at 6th, 10th, and 14th level. The current Shinobi rules list seven Paths.

Path of Taijutsu

Taijutsu is the dedicated close-combat Path.

It emphasises physical conditioning, speed, precision, and direct martial pressure.

Choose it when the character should remain primarily a weapon or unarmed combatant whose Techniques reinforce close-range fighting.

Path of Elemental Ninjutsu

Elemental Ninjutsu specialises in elemental chakra.

It is the most natural Path for a character who wants destructive elemental Techniques and battlefield control to be central.

The character's Chakra Origin and available Natures still matter independently.

Taking this Path does not itself turn the Path into the character's Chakra Origin.

Path of Genjutsu

Genjutsu focuses on mental manipulation, distorted perception, false realities, and controlling enemy decisions.

It suits a Shinobi who values debuffs, deception, and control over straightforward weapon damage.

Path of the Bloodline

Path of the Bloodline is for a Shinobi who dedicates training to awakening and exploiting an inherited Rare Chakra Heritage.

It should not be confused with Bloodline of Fate itself.

Bloodline of Fate is an Origin route at 1st level.

Path of the Bloodline is the 3rd-level subclass specialization.

The two can interact, but they occupy different parts of the class architecture.

Path of the Medical Shinobi

The Medical Shinobi specialises in precise chakra control used for healing, removing harmful conditions, and manipulating biological knowledge in combat.

It is the main support/healing Path.

It is appropriate for a player who wants the Shinobi's speed and Techniques while contributing strongly to party recovery.

Path of Sealing

Sealing focuses on formulas, stored chakra, prepared traps, suppression, and tactical control.

It rewards planning and battlefield setup more than direct repeated damage.

Choose it when restricting enemy supernatural options or preparing controlled areas is the main appeal.

Path of Fortune

Fortune specialises in probability manipulation.

It builds directly around the Shinobi's Fortune Dice identity and turns unlikely outcomes into a more deliberate resource.

It is suited to a player who enjoys influencing success and failure rather than only increasing damage.

Choosing a Path

A practical summary is:

Taijutsu → close combat and martial pressure Elemental Ninjutsu → elemental damage and battlefield control Genjutsu → illusion, mental pressure, enemy control Bloodline → maximum focus on Rare Chakra Heritage Medical Shinobi → healing, cleansing, biological techniques Sealing → prepared control, suppression, traps Fortune → probability and Fortune Dice specialization

Do not use the obsolete Path list

Older design material contains experimental Paths that are no longer part of the current Shinobi ruleset.

Older Shinobi drafts list additional Paths, but those are not current options unless they are present in the current Shinobi ruleset.

These seven Paths are the current subclass options for the Shinobi.