Ability Score Increase
Your Dexterity score increases by 2, and your Wisdom score increases by 1.
A humanoid species born with an unusually powerful chakra network and an instinctive connection to movement, supernatural energy and fate.
Chakraborn are humanoids born with an unusually active chakra network. Their bodies instinctively circulate spiritual and physical energy, allowing them to perform feats of movement, perception and improbable survival that ordinary people achieve only through extensive training.
Most Chakraborn appear human, although their chakra often leaves subtle physical signs. Their eyes might briefly glow while concentrating, markings may appear across their skin when their emotions intensify, or their presence may cause nearby dust, water or leaves to move unnaturally.
Chakraborn communities often regard personal discipline as essential. An uncontrolled chakra network can be dangerous, while a trained Chakraborn can become an exceptional warrior, healer, scout or spiritual practitioner.
Your Dexterity score increases by 2, and your Wisdom score increases by 1.
You are a Humanoid.
Chakraborn mature at approximately the same rate as humans. Their developed chakra networks slow some of the effects of aging, allowing many Chakraborn to live for approximately 100 years.
Chakraborn vary greatly in height and build. Your size is Medium.
Your walking speed is 30 feet.
You gain proficiency in one of the following skills of your choice:
Your body instinctively directs chakra toward your muscles whenever you jump.
You can use your Dexterity score and Dexterity modifier instead of your Strength score and Strength modifier when determining the distance of your long jumps and high jumps.
In addition, you can make a standing long jump or standing high jump as though you had moved at least 10 feet immediately before the jump.
You can briefly open your chakra network to perceive supernatural energy.
You can cast Detect Magic with this trait without requiring material components. Wisdom is your spellcasting ability for the spell.
Once you cast Detect Magic with this trait, you cannot do so again until you finish a long rest.
An improbable instinct occasionally directs you away from disaster.
When you fail an attack roll, ability check or saving throw, you can roll 1d4 and add the result to the failed roll, potentially turning it into a success.
You cannot use this trait on a roll that has already been modified by a Fortune Die.
Once you use this trait, you cannot use it again until you finish a long rest.
You can speak, read and write Common and one additional language of your choice.
Chakraborn are physically diverse and can resemble humans from any region or culture. Their chakra usually reveals itself through subtle supernatural details rather than dramatic physical mutations.
A Chakraborn might display one or more of the following characteristics:
These signs do not determine a Chakraborn's Chakra Nature, Rare Chakra Heritage or class.
Chakraborn can arise within almost any humanoid community. Some are born into families that have carried strong chakra networks for generations, while others are the first in their lineage to display such abilities.
Communities familiar with chakra often teach Chakraborn breathing exercises, meditation and physical discipline from an early age. In other places, their abilities may be mistaken for sorcery, divine intervention or uncontrolled magic.
Because their abilities develop differently from person to person, no single profession defines the Chakraborn. They can become scouts, healers, soldiers, artisans, spiritual guides or adventurers.
Many Chakraborn value self-control, but this does not require them to be calm, lawful or disciplined in personality. A character's relationship with their chakra is an individual choice.
Chakraborn do not possess a universal naming tradition. They normally use the names of the culture, family or community in which they were raised.
Some Chakraborn later adopt a title, callsign or personal name associated with their training, reputation or chakra.
Chakraborn become adventurers for many of the same reasons as other people, but their unusual chakra often shapes the opportunities and dangers they encounter.
Some leave home to find a teacher capable of explaining their abilities. Others seek lost techniques, protect their communities or attempt to understand why their chakra differs from that of those around them.
A Chakraborn does not need to become a Shinobi. Their natural traits also support warriors, scouts, monks, healers and spellcasters. The species represents an unusual chakra network, while a class represents the training used to develop it.
Chakraborn have a natural affinity for the Shinobi class, but the species and class remain separate character choices.
The Chakraborn species represents a body born with an unusually responsive chakra network.
The Shinobi class represents martial training, Chakra Techniques, a Chakra Origin and a specialized Shinobi Path.
Choosing Chakraborn does not grant:
Those abilities are granted by the Shinobi class.
A Chakraborn Shinobi combines their natural traits with formal chakra training, while a Chakraborn of another class expresses the same natural energy through a different discipline.
Chakraborn traits emphasize mobility, awareness and survival rather than raw damage.
Instinctive Training gives the character a flexible skill associated with awareness or physical training.
Chakra-Tuned Movement supports agile characters by allowing Dexterity to determine jump distance.
Chakra Sense provides limited supernatural awareness without replacing dedicated spellcasting.
Thread of Fate provides one decisive chance to overcome failure, but cannot be combined with a Shinobi Fortune Die on the same roll.
These traits allow Chakraborn to work well with many classes without making the Shinobi class mandatory.