The Navi They corner the odd 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 places a marked chip into the device on it's arm, allowing it to torche the guards in a single blaze of fire. As quickly as it appeared, the Kobold disappears 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 connects, but instead of damaging him, it is absorbed by him. The surprise of the army at this knowledge is only overcome by the surprise of an identical spread of firebolts Streaking towards them... These are Navigators, sentient magical constructs from the Astral plane who have been given a soul. They either float in the world alone or are operated by a mortal they trust. Who are they? Navigators (Or Navis) are beings who navigate the astral plane. Normally find a mortal they can trust, giving them the title "Operator". Navigators will lay their lives on the line for their operators and will almost always follow instructions to the letter. While some function without having an operator, they are very rare and much more self-sufficient. Whether they are operated or not, Navigators can be a great asset in combat. The Navigator Level Proficiency Bonus Features Mega Chip Max Giga Chip Max Chip Slots 1st +2 Battle Chips, Buster Style, Inteligent Evasion 3 1 15 2nd +2 Get ability program 3 1 15 3rd +2 Style Proficiency, Navi Cust 3 1 15 4th +2 Ability Score Improvement 3 1 16 5th +3 Style Change 3 1 16 6th +3 Buster Upgrade 1, Dark Chips 3 1 17 7th +3 Chip Combos 3 1 17 8th +3 Ability Score Improvement 3 1 18 9th +4 Navi cust improvement 3 1 18 10th +4 Improved chip style damage 3 2 19 11th +4 Buster Upgrade 2 4 2 19 12th +4 Ability Score Improvement 4 2 20 13th +5 Style Change improvement 5 2 20 14th +5 Navi cust improvement 6 2 21 15th +5 ─ 7 2 21 16th +5 Ability Score Improvement 8 2 22 17th +6 Buster Upgrade 3 8 2 22 18th +6 ─ 8 3 23 19th +6 Ability Score Improvement 8 3 23 20th +6 Master Style 8 3 25

Class Features As a Navigator, 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 Navigator level after 1st Proficiencies Armor: Light armor, Medium armor, Shields

Light armor, Medium armor, Shields Weapons: All weapons

All weapons Tools: none

none Languages: Common, Celestial, 1 extra language. Saving Throws: Dexerity, Intelligence

Dexerity, Intelligence Skills: Choose two from Arcana, Athletics, Investigation, History, Insight Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) 2 Simple weapons or (b) A simple weapon and a shield.

A set of leather armor

(a) An Explorer's Pack or (b) a Dungeoneer's Pack. Buster Style Navigators are created by their bond with a certain type of affinity. This affinity helps them in combat and is typically tied to a type of weapon or element. This affinity allows them to be more effective in their field of expertise, but do need to be much more aware of those that oppose their affinity. As a Navigators, You gain the ability to manifest a portion of the Astral waves as an object that is known as a Buster. This Buster can appear as a spectral head/jaw, an arm cannon, a gauntlet, or even runic writing that revolves around the Navigator's arm. You are proficient with your Buster, and can make a ranged attack with this weapon as an action OR a bonus action. The range is 100 feet and deals 1d4 force damage. Busters however can have power poured into them, allowing them to use a Charged-attack. It takes a bonus action in order to charge your Buster. The next time you take the attack action with your Buster after charging, you can use a Charged attack. The type of charged attack you make depends on the type of Buster Style you have chosen. You can use your Inteligence modifier instead of strength or dexterity when you attack with your Buster. The navi styles you can choose from are as follows: Navi Styles Navi Style Effects Null Type No strengths or weaknesses. Charge Shot, Buster Barage, and Rolling blade for Charge Attacks. Fire Resistant to Fire, vulnerable to Cold damage, +1d4 to all Fire chips. Fire Arm for Charge Attack. Aqua Resistant to Cold, vulnerable to Ligntning damage, +1d4 to all Water chips. Aqua Shot for Charge Attack. Electric Resistant to Lightning, vulnerable to Force damage, +1d4 to all Electric chips. Lightning Strike for Charge Attack. Wood Resistant to poison, vulnerable to Fire damage, +1d4 to all Wood chips. Poison Boomerang for Charge Attack. Sword Resistant to Slashing, vulnerable to bludgeoning, +1d4 to all Sword chips. Charge Shot for Charge Attack. Range Resistant to Piercing, vulnerable to Slashing, +1d4 to all Range chips. Charge Shot for Charge Attack. Breaker Resistant to Bludgeoning, vulnerable to Piercing, +1d4 to all Breaker chips. Charge Shot for Charge Attack. The amount of extra damage you deal will with your chosen damage type will increase at level 10 to 1d6. At 6th level, 11th level, and 17th level, Your buster upgrades, dealing 1d4 more damage, and your charge attack deals 1dX more damage. (X is the die size of the attack). The effects of each charge attack are listed at the end of this document. Credit:https://usercontent1.hubstatic.com/12824974.png, Capcom

Battle Chips Battle chips are small square runes that provide Navis with more power and versatility. You have a folder with 15 chip slots and a backpack to store chips you own that are not in the folder. There are 3 grades of chips, Normal chips, which use 1 chip slot, mega chips, which use 2 chip slots, and giga chips, which use 3 chip slots. You can only use 1 giga chip and 3 megachips in your folder at any time, both of which increase at higher levels. You can only have 4 of the same normal chip in your folder at any time. When building your folder, you can choose from any chips in the "Battle Chips list" at the end of the class description, which will gain more chips as you progress. Each individual chip can only be used once per long rest. You can change what chips are in your folder after a long rest by exchanging them with chips in your backpack. Credit: https://dreager1.files.wordpress.com/2012/05/exe-shademan.png Capcom. Intelligent Evasion At 1st Level, you can calculate the attack patterns of your opponents. You add your Intelligence modifier to your AC when not wearing armor. Get Ability Program At 2nd Level, When you would be hit or affected by an attack or spell effect, you can use your reaction to make an Intelligence check instead of a normal save. The DC of this save is 15. On a success, you take half damage from the attack, and create One battle chip who's name and effects are the same as the attack, spell, or effect you were hit with. This battle chip is added to your "Battle chips list" but not immediatly added to your folder. The chip style is determined in the following chart. Attack to Chip Conversion Attack Type Chip type Slashing Sword Type Bludgeoning Breaker Type Melee Piercing/force/radiant/necrotic/non-attack Null type Ranged Piercing Range Type Fire Fire Type Water/cold Aqua Type Lightning Electric Type Acid/poison/plant attack Wood Type When you create a new Battle Chip this way, you cannot use other saves to avoid damage. (If you are in a Fireball's AOE, you can save normally, or make the intelligence save, but not both.) 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, or attacks that have a magical +2 to +4 become mega chips, and spells that are 6th level to 9th level, or attacks that have a magical +5 or more become giga chips. All other spells and attacks are a normal chip. Any chips that are copies of cantrips scale to your Navigator level as it would for any other class. If a spell is upcast, you copy it as the upcast version of the spell. Navi Customizer at 3rd level, you learn how to absorb special waves called "Custom Waves" to enhance your abilities. You have 3 "Custom slots" with which to hold these abilities, which increases to 5 at level 9th level and 7 at 14th level. Some Custom waves will take more than 1 slot, meaning you may have less than 3 waves a a time. You can change which waves you have active after a short or long rest. The list of Custom Waves will be at the bottom of this class description. You can use the same wave up to 3 times, and their effects will stack. Style Change At 5th level, you learn to absorb the power of a battle chip to gain it's strengths. As a bonus action, you can use 1 battle chip in your folder, but instead of using its 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. You can only style change into each style once per long rest. This transformation lasts for 1 minute or untill you style change again.

Dark Chips at level 6, you learn the forbidden art of creating Dark chips. They are devastating chips that slowly decay the user with each use and creation, but grant overwhelming power to the user. You can permenantly expend 1 hit dice to convert 1 Battle chip you own into a dark chip (you can convert mega or giga chips). This process cannot be undone. You can only own 1 copy of a Dark chip, and can only ever carry 3 dark chips in your folder at any time, but the new dark chip is still treated as a normal, mega, or giga chip for how many chip slots it uses. When you use a Dark chip that uses a die, you add 1 maxed die to the roll (Aura gives 1d6 temp HP, so Dark aura would give 1d6 +6, and firebolt would deal 1d10 +10). Otherwise, if it has a set number to its effect, then double that number (Barrier gives 2 AC, so Dark Barrier gives 4 AC). Dark chips cannot be used for style changes, and if you use a dark chip, you take 5 necrotic damage. Chip Combos At 7th level, you gain access to chip combos. You can now use 2 battle chips per action. Cross Form At Level 8, you embrace the power of the light or the dark to enhance your abilities. There are 2 forms to choose from: Hell Cross, and Sol Cross. Each form is a permanent change to your navi. each gives you new effects based on what you pick. You can only have 1 Cross Form, and cannot change your chosen form at any time. The effects are as follows: Hell Cross: You now have resistance to necrotic damage, and can change the damage type of an attack that is the same as your style to necrotic damage. (you still gain the style bonus of 1d4 or 1d6 at level 10) You no longer take damage from using a dark chip (You still lose a hit die to create one though), and the maximum ammount of dark chips you can have in your folder is increased to 4. You also gain access to a special charge shot which you can chose to use instead of your normal charge attack: Darkness Overload. This attack is shown in the Charge attacks list at the bottom of this document.

Sol Cross: You now have resistance to radiant damage, and can change the damage type of an attack that is the same as your style to radiant damage. (you still gain the style bonus of 1d4 or 1d6 at level 10) You now deal an extra 1d4 radiant damage with every chip attack excluding dark chips, and the maximum ammount of giga and mega chips you can have in your folder is increased by 1 each. You also gain access to a special charge shot which you can chose to use instead of your normal charge attack: Sol Gun. This attack is shown in the Charge attacks list at the bottom of this document. 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 2 minutes. 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 dexterity saving throw. Creatures take 8d10 +20 damage on a failed save, and half as much on a success. You can only use master style once per long rest. Credit: http://static.giantbomb.com/uploads/original/4/48222/1710414-bnbass2_2.jpg. Capcom

Charge Attacks This is a list of the charge attacks and their effects. they are as follows: Charge Shot (Requires Null Style Navi): A normal charge shot. Make a ranged attack against a creature within 60 feet. If you hit, deal 1d10 force damage.

Buster Barrage (Requires Null Style Navi): You unload a barrage of normal buster shots. Pick a point within 60 feet of you. 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.

Rolling Blade (Requires Null Style Navi): You create 1 blade of energy to throw at an opponent. Make a ranged attack against a creature within 60 feet of you. If you hit, they take 1d8 force damage. Also, any other creatures in the path of the blades must make a Dexterity 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.

Poison Boomerang (Requires Wood type Navi): Throw a boomerang at the opponent. Make a ranged attack against a creature. Deals 1d6 Poison damage on hit. The boomerang returns to you at the beginning 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 Dexterity saving throw. They take 1d6 force damage on a failed save, and no damage on a success. Special Charge attacks Darkness Overload (Requires Hell Cross): You charge up your dark energies and overload. You expell the overloaded energy into a sphere 10 feet in front of you, and it has a radius of 10 feet. Creatures in the area of effect must make a dex saving throw. They take 2d8 necrotic damage on a failed save, and half as much on a success.

Sol Gun (Requires Sol Cross): You fire a volly of bullets made of light energy. You non-magicaly cast "Magic missile" at 1st level, but the darts deal radiant damage instead of force damage. (They can still be countered by "Shield" Battle Chips List This is a list of battle chips you start out with at first level. some will continue 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 permanently discard any battle chips at any time but cannot get them back without using "Get Ability Program." The battle Chip Effects are as follows: Cannon (Normal Ranged 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 target takes 1d8 piercing damage Sword (Normal Sword Chip) As part of the action used to use this chip, you must make a melee attack with a slashing weapon against one creature within melee range. On a hit, the target suffers the attack's normal effects and takes 4 more slashing damage. Wide Sword (Normal Sword Chip) As part of the action used to use this chip, you must make a melee attack with a slashing weapon against one creature within melee range. If there are hostile creatures ajacent to both you and the target, make a seprate atack roll for each creature. Long Sword (Normal Sword Chip) As part of the action used to use this chip, you must make a melee attack with a slashing weapon against one creature within melee range. This attack has reach. 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 attack 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. You Non-magicaly cast the "Firebolt" cantrip, and it's damage scales to your appropriate level.

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 dexterity saving throw. Creatures take 1d4 lightning damage and becoming stunned on a failed 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 Null 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. This attack can break objects or cover, but you must succeed on a DC 15 strength check to break it. Area Steal (Mega Null Chip) As an action, you can use this battle chip. You instantly teleport to an unoccupied space within 30 feet of you. Barrier (Normal Null Chip) As a bonus action, you can use this battle chip. You gain 2 AC until 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 until they are used up, or until the end of combat. You cannot use "Aura" again until all of the Temporary HP is lost.