The Navi They corner the small Kobold into a dead-end ally of the city. Wanted for 50+ cases of petty thievery, they won't hesitate to break some bones to bring him in. Realizing he cannot run this time, the Kobold holds aloft a strange device, and from it conjures a strange looking humanoid, holding flames in it's hands. When the Kobold places a marked chip into the device, the strange being torches the guards in a single blaze of fire. As quickly as it appeared, the humanoid is gone, and the Kobold dissapears into the night as planned. The men looked puzzled at the human warrior in strange clothing. It isn't armor or mage robes, and it is unlike anything they have ever seen. One Wizard in the army quickly gets over his confusion, and throws a firebolt at the human. The shot misses, but instead of hitting the area arround him, it orbits the human for a moment, and he absorbs the firebolt. The surprise of the army at this knowledge is only overcome by the surprise of an identical spread of firebolts heading their way... These are Navis, sentient magical constructs (Or sentient AI for a futuristic campaign) that either float in the world alone, or are opperated by a mortal they trust. Who are they? Navi's are beings who normaly find a mortal they can trust, and let them "Opperate" them. Navis will lay their lives on the line for their opperators and will almost always follow instructions to the letter. While some function without haveing an opperator, they are very rare and much more self sufficient. Wheather they are opperated or not, navi's can be a great asset in combat. The Navi Level Proficiency Bonus Features Hand Size Max Mega Chip Max Giga Chip Max Folder Size 1st +2 Battle Chips, Buster, Base Navi Style 5 3 1 30 2nd +2 Get ability program 5 3 1 30 3rd +2 Style Proficiency 5 3 1 30 4th +2 Ability Score Improvement, Intelegent evasion 5 3 1 30 5th +3 Style Change 5 3 1 30 6th +3 Buster Upgrade 1 5 3 1 30 7th +3 Chip Combos 5 3 1 30 8th +3 Ability Score Improvement, Hacking ability 5 3 1 30 9th +4 Regular Chip 5 3 1 30 10th +4 Program Advance, Improved Navi Style 6 3 2 35 11th +4 Buster Upgrade 2 6 4 2 35 12th +4 Ability Score Improvement 6 4 2 40 13th +5 Style Change improvement 7 5 2 40 14th +5 Folder Shuffle 7 6 2 45 15th +5 ─ 7 7 2 45 16th +5 Ability Score Improvement 8 8 2 50 17th +6 Buster Upgrade 3 8 8 2 50 18th +6 ─ 9 8 3 50 19th +6 Ability Score Improvement 9 8 3 50 20th +6 Master Style 9 8 3 50

Class Features As a Navi, you gain the following class features Hit Points Hit Dice: 1d8 per Navi level

1d8 per Navi level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Navi level after 1st Proficiencies Armor: Light Armor, Medium Armor, Shields

Light Armor, Medium Armor, Shields Weapons: All Weapons. (you will not be able to directly wield the weapons you have)

All Weapons. (you will not be able to directly wield the weapons you have) Tools: None Saving Throws: Intellegence, Dexterity

Intellegence, Dexterity Skills: Arcana, Investigation, History Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a weapon and a shield or (b) two weapons

1 Personal Terminal, AKA P.E.T (to be held by another player or yourself). When you incur saving throws, Your Navi Save DC is 8 + Inteligence modifier + profficiency bonus Base Navi Style Navis can come in many different shapes and sizes, but most importantly, they each come with a Base elemental Style. You deal more damage with attacks of your chosen Style, and are weak to it Base Navi Styles Navi Style Effects Null Type No strengths or weaknesses Fire vulnerable to Water, +1d4 to all Fire chips Aqua vulnerable to Electricity, +1d4 to all Water chips Electric vulnerable to Acid/poison, +1d4 to all Electric chips Wood vulnerable to Fire, +1d4 to all Wood chips Sword vulnerable to bludgeoning weapons, +1d4 to all Sword chips Range vulnerable to thunder, +1d4 to all Range chips Wind vulnerable to slashing, +1d4 to all Wind chips Breaker vulnerable to Ranged weapons, +1d4 to all Breaker chips See chip conversions to see what damage type fits your weakness. When hit by your weakness, you take 1d6 more damage from the attack. The ammount of extra damage you deal will increase at level 10 to 1d6. You cannot change your Base Navi Style, so chose wisely. Battle Chips Battle Chips are small stone runes (or computer chips) that give the Navi more attacks and powers usable in and out of combat. Chips come in the same element types as Navis, so synergize your chips with your type as much as possible. You begin with a chip folder that can carry 30 chips, which increases at levels 10, 12, 14, and 16. There are 3 grades of chips: Normal, Mega, and Giga chips. You begin with a number of random chips in your hand equal to your Max hand size, and at the begining of each round, you can add 1 random chip to your folder. You begin with the following chips in your folder (You have 4 of each chip in your inventory, but only a few of them in your folder). Starting folder Chip Quantity Crossbow 3 Sword 2 Wide Sword 2 Long Sword 2 Attack up 2 Buster up 2 Recover 5 2 Flame Thrower 2 Bubble Wrap 2 Static Shock 2 Poison Leaf 2 Airshot 2 Big Hammer 2 Area Steal (Mega Chip) 1 Barrier 1 Aura 1 All chip effects will be listed in the "Battle Chips List" at the end of this document. Each chip requires an action or bonus action to use, which will be specified in it's entry. You can never use more than 4 of the same normal chip in your folder, and you can only use up to 3 mega chips and 1 giga chip in your folder. This ammount increases at higher levels. You can change what chips are in your folder after a short or long rest. Battle Chips cannot be used more than once during combat, but refresh after combat.

Program Advance Combining specific chips in 1 attack can generate devastating effects, more so than some Giga chips! You gain access to the "Program Advance List" shown at the bottom of this document. Program advances (PA's) are special attacks that occur when you have the perfect chip combinations. When you have 3 of the same battle chip and that battle chip Is Not listed in a PA on the normal "Program advance List", you can use those chips as a Program Advance, and if you do, it does 2d8 more damage than the base chip would. You can perform a program advance as an action on your turn by using all the chips required at once. (this is a free chip use ability, and you are not restrained by the number of chips you are allowed to use normaly, i.e. 2 chips per turn from "Chip Combos" does not keep you from using this ability.) Buster Attack Each Navi comes equipped with a ranged weapon called a "Buster." You are proficient with this buster. As an action or a bonus action, you can make a ranged attack against a creature within 60 feet of you. The buster deals 1d4 damage, but can deal more if you use the "Buster up" chip. You are proficient in all Battle chip attacks. Busters also come with a "Charge Attack" and by spending an action charging your buster, you can perform this attack as a bonus action this turn. "Charge Attacks" come in many forms and are based off your chosen style. (Null style has 3 options, and you can swap between them at any time.) The attacks are as follows: Basic Buster (Requires Null Style Navi): A normal charge shot. Make aranged attack against a creature. If you hit, deal 1d10 force damage.

Buster Barage (Requires Null Style Navi): You unload a barage of normal buster shots. Pick a point within range. Every creature within 5 feet of that point must make a Dexterity saving throw. They take 1d6 force damage on a failed save, and half as much on a success.

Hells Rolling (Requires Null Style Navi): You create 1 blade of energy to throw at an opponent. Make a ranged attack against a creature. If you hit, they take 1d8 force damage. Also, any other creatures in the path of the blades must make a Dextarity saving throw. They take 1d8 force damage on a failed save, and no damage on a success.

Fire Arm (Requires Fire type navi): make a 15 foot long flame. Creatures in the path make a dex saving throw. they take 1d8 fire damage on a failed save, and no damage on a success. Can be used to burn objects.

Aqua Shot (requires aqua type navi): Blast a 20 foot jet of cold water at a target. Creatures in the path make a dex saving throw. they take 1d6 cold damage on a failed save, and no damage on a success. Can be used to put out fires.

Lightning strike (Requires Electric type navi): Bring electricity down from above. Make a ranged attack against the opponent. Deals 1d8 lightning damage on a hit.

Acidic Boomarang (Requires Wood type navi): Throw a boomarang at the opponent. Make a ranged attack against a creature. Deals 1d6 acid damage on hit. The boomarang returns to you at the begining of your next turn, traveling on the same path you threw it in. Creatures in the path on the way back to you must make a Dextarity saving throw. They take 1d6 force damage on a failed save, and no damage on a success.

Cross Slash (requires a sword type navi): Make a melee attack against a creature. On a hit, it takes 1d8 Slashing damage. Can be used to cut objects.

Power Arrow (requires range type navi): Make a ranged attack against a creature. On a hit, it takes 1d8 Piercing damage.

Violent Gust (Requires Wind type navi): Make a 25 foot long violent gust of wind. Creatures in the path must make a Dextarity Saving throw. They take 1d6 thunder damage and are blown away 10 feet on a failed save, and take half as much damage without being blown away on a success.

Rock Breaker (Requires Breaker type navi): Make a melee attack against a creature. On a hit, it takes 1d8 bludgeoning damage. Can be used to break walls, stones, and objects acting as cover. Get Ability Program At 2nd Level, Whenever a creature attempts to attack you or effect you with a spell, but they miss (or you make the save), you can use your "Get Ability Program" and gain 1 battle chip who's name and effects are the same as the attack in question, and becomes a chip of the appropriate type (i.e a firebolt misses you, so you can gain 1 "firebolt" battle chip that acts like a normal firebolt and is fire type.) see chart below for chip types from attacks. If you are missed by a weapon attack, you can chose add a copy of that weapon to your inventory (i.e a sword attack misses you, so you gain a copy of the sword in your inventory for the use of the "Sword" chip.) Any magical bonuses to attack and damage rolls are added to the chip attack and damage as well (i.e, you copy a magical +1 axe, so a chip that uses that weapon also gains +1 and any magical properties.) You can manifest any non-combat effects of a magical weapon you copy as if you held the weapon in your hand. Attack to Chip Conversion Attack Type Chip type Slashing Sword Type Bludgioning Breaker Type Piercing/force/radiant/necrotic Null type Ranged weapons Range Type Fire Fire Type Water/cold Aqua Type Lightning Electric Type Acid/poison/plant attack Wood Type Thunder/wind effects Wind Type

When you create a new Battle Chip this way, the power of the attack or effect changes if it is a normal chip, mega chip, or Giga chip. Spells that are 3rd level to 5th level become mega chips, and spells that are 6th level to 9th level become giga chips. All other spells are a normal chip. If your party kills a creature, you can copy it as a "Creature" battle chip as well. Creatures with a CR of 2 or less become mega chips, and anything that is more than 2 CR becomes a giga chip. When you use these "Creature Chips", you temporaraly become that creature and can perform 1 of it's normal actions as a bonus action this turn, and it's type becomes that of the damage type the action deals. You return to normal immediatly after you resolve the action. You cannot move while you are transformed. Style Proficiency At 3rd level, you become accustomed to using chips of your own style. When you use a battle chip who's type is the same as your style as an Action, you can use a second battle chip of the same type immediatly as a Bonus Action. You can only use this feature a number of times equal to your proficiency bonus per long rest. Intelegent Evasion At 3rd Level, you learn to calculate the attack paterns of your opponents. You now add your Intelegence modifier to your AC when not wearing armor. Style Change At 5th level, you realize that you can absorb the power of a battle chip to gain it's streagths. As a bonus action, you can use 1 battle chip, but instead of using it's effect, your Navi Style changes from your Base navi style to a new one, and your Buster Charge Attack also changes to a charge attack that fits your new style. (i.e. a fire style navi uses a water chip to become a water style navi. It loses the Fire Arm charge attack and replaces it with Aqua shot.). You lose all the benefits and drawbacks of your base style and replace them with those of the new style. This transformation only lasts for 3 rounds, at which time you will revert back to your normal style. You can use this ability even if you are still in a style change, refreshing the duration with the new style. You can only style change into a specific style once per combat. (i.e. the duration of a fire style navi's water style change ends. It cannot change to water style again this combat.) The duration extends to 5 rounds at 13th Level. Buster Upgrade At 6th level, you manage to make your buster more effective. Your buster deals 1d4 more damage, and your charge attack deals 1dX more damage. (X is the die size of the attack) Your Buster upgrades in the same way again at 11th level, and 17th level. Chip Combos At 7th level, you gain acces to chip combos. You can now use 2 battle chips per action. If both chips are the same type as your style, you can still gain the benefits of your Style Bonus (i.e. a sword style navi uses 2 sword chips as an action. They can use a third sword chip as a bonus action.) Hacking Ability At 8th level, you gain the ability to detect and Hack into magical items (Or technology). As an action, you can target 1 item or weapon within 30 feet of you, and either disern if it is magical, or attempt to hack it if it is magical. If you attempt to hack the item or weapon and the target is held by an unwilling creature, make an Intelegence save (The DC is equal to 10 + Wisdom Modifier) If you fail, nothing happens. On a success, you can generate 1 of the following effects: The item loses it's magical properties for 2 rounds, then it will regain the properties.

if the item has a magical +X damage, you can increase that damage by 1 for 2 rounds. If the creature holding the item is willing, or it is not held, the DC is 12 instead. An item can only be hacked once every 24 hours. Regular Chip At 9th level, you find that the chip you need always comes to you when you need it most. Select 1 Normal chip in your folder: it becomes your regular chip. When you enter combat and select battle chips randomly to add to your hand, you can automaticaly add your Regular chip to your hand in place of 1 selection. You can change your regular chip once per long rest. Folder Shuffle At 14th Level, you learn that it's sometimes better to not stick with what you have. At the begining of your turn after you draw more chips, you can return any number of them back into your folder and draw the same number of chips you shuffled. Master Style At 20th level, you have learned to unlock the power of every style at once and unleash true power. As a Bonus action, you can use 4 or more chips of different types, and if you do, You gain multiple styles at once based on what types of chips you used. You do not lose your Base navi style bonuses, and you have none of the style's weaknesses. You can also gain access to any charge attacks those styles can use, and you can swap charge attacks at any time. This transformation lasts for 5 rounds. You can end the transformation early by unleashing a powerful beam of energy that is 120 feet long and 15 feet wide. All creatures in the path of the beam must make a dextarity saving throw. Creatures take Xd10 damage on a failed save, and half as much on a success. (Xd10 where x= number of chips used for the master style.) "Master Style Devastation" Attack. You can only use master style once per long rest.

Battle Chips List This is a list of battle chips you start out with at first level. some will contnue to be useful at higher levels. As you gain battle chips by using your "Get Ability Program" you can trade these chips out for the new ones. keep track of how many battle chips you own. You can permenantly discard any battle chips at any time, but cannot get them back without using "Get Ability Program." Some chips have a * next to their name, meaning that they are part of a "Program Advance" in the Program Advance list. The battle Chip Effects are as follows: Crossbow* (Normal Ranged Chip) As an action, you can use this battle chip. Make a ranged attack with any bow or crossbow in your inventory. The damage dealt is equal to the normal damage die of the selected weapon. You also gain the attack and damage bonuses as normal for this attack. Sword* (Normal Sword Chip) As an action, you can use this battle chip. Make a Melee attack with any Slashing weapon in your inventory. The damage dealt is equal to the normal damage die of the selected weapon. You also gain the attack and damage bonuses as normal for this attack. Wide Sword* (Normal Sword Chip) As an action, you can use this battle chip. Make a Melee attack with any Slashing weapon in your inventory. This attack hits in a 15 foot arc in front of you. (hitting all creatures that are within 5 feet of you AND the target.) The damage dealt is equal to the normal damage die of the selected weapon. Long Sword* (Normal Sword Chip) As an action, you can use this battle chip. Make a Melee attack with any Slashing weapon in your inventory. This attack has a reach of 5 feet, (hitting all creatures in that range). The damage dealt is equal to the normal damage die of the selected weapon. Attack up (Normal Null Chip) As a bonus action, you can use this battle chip. Your next battle chip attack deals 1d4 more damage to all creatures it hits. Buster up (Normal Null Chip) As a bonus action, you can use this battle chip. For the rest of this combat, all buster attacks and charge attacks you perform have a +1 bonus to them. You can stack the effect of multiple "Buster up" chips for a maximum of a +4 bonus to all buster and charge attacks. Recover 5* (Normal Null Chip) As a bonus action, you can use this battle chip. You heal for 5 health, or heal 1 creature of your choice for 5 points. Flame Thrower* (Normal Fire Chip) As an action, you can use this battle chip. Make a 30 foot blast of flames. All creatures in the path must make a dexterity saving throw. Creatures take 1d8 fire damage and take 1d4 fire damage at the start of their next 2 turns on a failed save, and half as much on a success without any extra effects. Bubble Wrap* (Normal Aqua Chip) As an action, you can use this battle chip. Make a ranged attack against one creature within 30 feet of you. on a hit, the attack deals 1d6 damage and must succeed a strength save or be restrained by a giant bubble. While in the bubble, creatures take 1d6 more damage from attacks that deal lightning damage. Static Shock* (Normal Electric Chip) As an action, you can use this battle chip. All creatures within 5 feet of you must make a dextarity saving throw. Creatures take 1d4 lightning damage and becoming stunned on a failed save save, and take half as much without being stunned on a success. Poison Leaf* (Normal Wood Chip) As an action, you can use this battle chip. Make a ranged attack against a creature within 60 feet of you. On a hit, the creature takes 1d4 damage and is now poisoned. Air Shot (Normal Wind Chip) As an action, you can use this battle chip. Make a ranged attack against a creature within 60 feet of you. On a hit, the creature takes 1d6 thunder damage and is pushed back 10 feet. Big Hammer (Normal Breaker Chip) As an action, you can use this battle chip. Make a Melee attack with any Bludgeoning weapon in your inventory. The damage dealt is equal to the normal damage die of the selected weapon. Area Steal (Mega Null Chip) As an action, you can use this battle chip. You instantly teleport to an unocupied space within 30 feet of you. Barrier* (Normal Null Chip) As a bonus action, you can use this battle chip. You gain 2 AC untill your next turn. Aura* (Normal Null Chip) As a bonus action, you can use this battle chip. You or a creature you chose is surrounded by a barrier that absorbs damage for them. The creature (or you) gains 1d6 temporary hit points. These temporary hit points last untill they are used up, or untill the end of combat.