Kamui
Your eyes form an extraordinary connection with another reality: the Kamui Dimension. Some of these techniques require a saving throw. The DC of the ability is 8 + your Proficiency Bonus + your Wisdom modifier. Kamui can reside in one or both eyes, and each eye interacts with Kamui differently:
Right Eye. You can use the Kamui of the Right eye to defend yourself and warp yourself into and out of the Kamui dimension. You can also send creatures and objects close to you to the dimension as well.
To defend yourself, you can partially transport yourself to the Kamui Dimension, becoming semi-corporeal. You can do this as an action by spending 3 chakra points. For the next 5 minutes, you cannot be affected by physical harm, and you can pass through solid objects. You become immune to all damage except for Psychic damage, and this immunity cannot be removed in any way. If you end your turn in a solid surface, you take 1d10 Force damage and are shunted out to the nearest open space. You can become corporeal again using no action on your part, ending this ability early.
To transport yourself or another creature to the Kamui dimension entirely, you can use an action and spend 3 chakra points. When you do so, you must be targeting a willing creature within 5 feet of you. When you use this ability, you can target any number of willing creatures within 5 feet of you (which can include yourself) to transport this way. You can cast this jutsu again to transport from the Kamui dimension back to Earth. The point you choose to return to must be familiar to you.
To transport an object, you can use an action and spend 3 chakra points to do so. The object must be within 5 feet of you, and it cannot be larger than you.
Left Eye. You can use the Kamui of the Left eye to warp creatures and harmful effects away from you at great distances. This ability has extreme precision and is both offensive and defensive.
To attempt to warp a creature into the Kamui dimension at a distance, use an action and spend 6 chakra points. Select a Large or smaller creature within 120 feet of you. That creature must make a Dexterity saving throw. On a failed save, the creature is transported to the Kamui dimension.
If you attempt to harm a creature using Kamui, use an action and spend 5 chakra points. Select a creature within 120 feet of you. That creature must make a Dexterity saving throw. A creature takes 8d10 force damage on a failed save. If the target fails the save by 5 or more, you can choose to warp away one of their limbs.
You can warp away a harmful jutsu or attack. When a jutsu, ranged attack, or harmful effect that you can see passes within 120 feet of you, you can use your reaction to spend 7 chakra points to warp it away to the Kamui dimension. Objects and creatures within the Kamui dimension at that time might suffer the effect of this jutsu.
Eye Damage
When you activate any of the above abilities, roll a d20. On a roll of 11 or higher, nothing else happens. On any other roll, your usage of this ability puts stress on your eye. The eye that you used takes 1 point of damage. If an eye reaches 5 points of damage in this way, it goes permanently blind.
Legal
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