Star Wars BattleFront 2 – 5E Class Archetypes

Despite Electronic Arts, the gaming company behind 2017’s much anticipated Star Wars:Battlefront 2 video game, going out of their way in sabotaging their own product through such blunders as garnering accolades as the most downgraded comment in Reddit history ever, claiming Star Wars fans have no desire to see a pink Darth Vader, losing over $3 billion in net stock price, and of course fully integrating their ingenious loot crate progression system into the game itself, in my humble opinion, Star Wars Battlefront 2 is actually a fairly decent multi-player shooting game.

To be fair, I’m a fan of the 2015 reboot of the franchise as well, which probably tells you alot about my tastes when it comes to video-games. Both titles are casual shooters and despite cries of pay-to-win, I do enjoy the class system in SWBF2.

So, purely as fun exercise, I decided to convert the base trooper classes in the game into roughly 5e equivalents. Here goes:

Assault

In SWBF2 these are essentially skirmishers, troops with high mobility that have a Vanguard effect which increases both their base speed and grants them a powerful shotgun that does massive damage in close range for a limited amount of time. These troops also have a Scan dart, which is essentially a motion detector kit, and thermal grenades which help in their abilities to break through enemy lines and clear out nest of foes. The base class for these troopers should obviously be Fighters:

Vanguard

At 3rd level, you have the ability to move very quickly in short bursts. On your turn, you can use your reaction to increase your movement speed to double your normal speed. This effect ends at the end of your current turn. You may use this ability a number of times equal to your Constitution modifier (minimum 1) and you regain all expended uses of it when you finish a long rest.

Improved Vanguard

At 7th level your become more deadly during your forward charges. Any melee weapon attacks you make while under the effects of your Vanguard ability do an additional amount of damage equal to your Constitution modifier (minimum 1).

You also gain proficiency with the alchemist tools. Additionally, one per turn you gain a free extra interact with object action on your turn which can only be used to interact with combustible potions and handheld incendiary objects. Your DM has final say as to what items qualify for these type of objects.

Scanning Presence

At 10th level, as a bonus action you can become exceptionally aware of your immediate surroundings. Once activated, you gain Tremorsense out to 10 feet. This effect lasts for 1 minute. You may use this ability a number of times equal to your Wisdom modifier (minimum 1) and regain all expended uses of this ability after you finish a long rest.

Foe Suppression

At 15th level your Scanning Presence ability extends your Tremorsense out to a range of 30 feet.

Additionally, ranged weapon or ranged thrown attacks that you make and that do fire damage, deal an additional amount of damage equal to your Dexterity modifier (minimum 1) to all creatures hit by the attack and deal an automatic amount of fire damage equal to your Dexterity modifier (minimum 1) to all creatures within 5 feet of the intended target or object.

Unstoppable Vanguard

At 18th level while you are under the effects of your Vanguard ability, each time you reduce a creature to zero hit points you may immediately move 10 feet and make free attack action to any foe you are able to perceive. Additionally, each foe you reduce to zero hit points because of this free attack action grants you temporary hit points equal to half your fighter level.

Heavy

The heavy class in SWBF2 are the guys and gals packing BMGs. They are essentially walking gatling guns that plop down their guns and offer high suppressing firepower. This sentry option is one of their core abilities along with impact grenades and a very useful personal forward-facing energy shield. Like the Assault class, for 5e, the base class should be fighters. However, because of their personal energy shields, the Heavy class transport into the D&D world feels like it should come with an additional caveats; namely that some type of arcane, psionic or spiritual ‘device’ or spell-casting ability has been granted to them that allows them access to a single spell, the shield spell. If nothing else, this may simply be a necklace the fighter is given after a lengthy training that allows them to impose a single slice of control over the arcane workings of the world.

Personal Shield

At 3rd level, you gain the ability to conjure forth a mental shield that embodies your physical training. You can cast the shield spell a number of times equal to your Constitution modifier (minimum 1). You regain all expended uses of this ability once you finish a long rest.

Sentry

At 7th level whenever you make an attack using a crossbow or ranged bow weapon that has the loading property, you may use your reaction to ignore that property until the end of your turn. You may do this a number of time equal to your Wisdom modifier (minimum 1). Your regain all uses of this ability once you finish a short or long rest. Additionally, when you use this ability, your speed drops to zero until the beginning of next turn.

You also gain proficiency with the alchemist tools. Additionally, one per turn you gain a free extra interact with object action on your turn which can only be used to interact with combustible potions and handheld incendiary objects. Your DM has final say as to what items qualify for these type of objects.

Improved Sentry

At 10th level, ranged attacks you make with any type of bow or crossbow deal an additional 2 points of either force or fire damage from the high velocity of your aim to each target hit by your attacks. You may choose what type of damage this extra damage is when your attack hits a target.

Additionally, while you have your Sentry ability activated, you may forgo one of the attacks you would normally make as part of that attack to either knock a creature hit by one those attacks prone, or to push a creature hit by one of those attacks 10 feet away from you

Protective Sentry

At 15th level while your Sentry ability is active, whenever you succeed on a save against an attack or effect that does blast or burst damage on a successful save, you instead take no damage. Allies within 5 feet of you while your Sentry ability is active who save against similar burst and blast effects, reduce the amount of damage from these effects by an amount equal to your Constitution modifier (minimum 1).

Improved Shield

At 18th level when you use your Shield ability to cast the shield spell, you gain a number of hit points equal to half your fighter level. Additionally, if you finish a short rest and have no more uses of your Shield ability left, you regain one ability to do so.

Officer

The charismatic leaders of the game in SWBF2, officers blend their charm with highly useful objects in the game. From flash grenades, to gun turrets to multi-troop deflector shield, officers are versatile allies. In D&D, this feels like it translates to a build that buffs companions through their sheer persona but that also has access to some very unique and very cool gadgets. The base class, once again, is Fighter:

Battle Command

At 3rd level, you may use your bonus action to inspire your allies, granting them a number of temporary hit points equal to half your fighter level (minimum 1) and who are within 60 feet that are able to hear you. You may use this ability a number of times equal to Wisdom modifier (minimum 1) and you regain all expended uses of this ability after finishing a long rest.

Turret Kit

At 7th level you have learned to construct a mechanical crossbow turret infused with slight magical awareness that is stored in a simple looking cube. You may carry this cube around in a space as small as a pocket. As an action you may throw this cube down onto a flat surface where it immediately unfolds into a roughly 1 foot cube miniature crossbow turret. When you do so, this turret immediately gains an initiative of 10 and automatically deals 1d10 damage to the closest enemy creature that is nearest to its placement. The turret can target creatures within 60 feet of its location. Once deployed, this turret requires a short rest to regain its ability to become operational again. This turret has an AC equal to yours and hit points equal to twice your fighter level. The damage this turret deals increases to 2d10 at 18th level.

Additionally, you gain proficiency with either History, Intimidation or Persuasion.

Blinding Turret Kit

At 10th level you have learned to construct a mechanical turret infused with slight magical awareness that is stored in a simple looking cube. You may carry this cube around in a space as small as a pocket. As an action you may throw this cube down onto a flat surface where it immediately unfolds into a roughly 1 foot cube miniature crossbow turret. When you do so, this turret immediately gains an initiative of 10. Once on each of its turns, the turret targets a single, random creature within 30 feet of it. That creature must succeed on a Intelligence save equal to 8 + your proficiency bonus + your Intelligence modifier. On a failure, that creature is blinded until the start of the turrets next turn. When you deploy this turret, you may select a number of creatures that you can see, up to your Intelligence modifier (minimum 1). Those creatures have advantage on saves against this turrets blinding effect. You also gain advantage on saves against this turrets blinding effect. Once deployed, this turret requires a short rest to regain its ability to become operational again.At 18th level, you and any creature you designate when deploying this turret automatically succeed against its blinding effects.

Shielding Kit

At 15th level you have learned to construct a mechanical shielding cube. You may carry this cube around in a space as small as a pocket. As an action you may throw this cube down onto a flat surface where it immediately unfolds into a roughly 1 foot cube that creates an energy shield barrier. This shield is 10 feet in diameter and has an AC equal to your fighter level and hit points equal to twice your fighter level. Ranged objects and ranged projectiles are unable to pass through this shield. Burst and blast effects that occur on one side of the shield have no effect on creatures on the opposite side of the barrier. Additionally, creatures gain 3/4 cover when making a melee attack against a creature object on the opposite side of the barrier, either by attacking from outside or the inside. Magic effects can pass through the shield. Lastly, the environment within the shield is always hospitable to the creature that deploys the shield and can be filled with either breathable air or a liquid necessary to sustain the creature deploying the shield. The shield lasts for 1 minute or until it is destroyed. Once deployed, this kit requires a short rest to regain its ability to become operational again.

Recharge command

At 18th level, as an action you can issue a recharge command. This command allows all allies who can hear this command to regain the benefits of a single class feature that they have expended all uses of and that require a long rest in order to do so again. Once you issue this recharge command, you may not do so again until you finish a long rest.

Specialist

Battlefront’s sniper class, the specialist has a suite of core abilities that include a shock grenade, spy binoculars and an infiltration cool-down that increases their speed and grants them a powerful close-range sidearm. From a D&D standpoint, this definitely feels more like an arcane suite of features, but similar to the heavy class, it may be best to assume that special training allows specialists their unique abilities. Additionally, since the Arcane archer is more of a sniper class, I felt the specialist class may be a little more unique if I went with a more close-range build. As with all the other builds, the base specialist class is fighter.

Scouting

At 3rd level, as a bonus action you can become exceptionally aware of your immediate surroundings. Once activated, you gain Tremorsense out to 30 feet. This effect lasts until the end of your next turn. You may use this ability a number of times equal to your Wisdom modifier (minimum 1) and regain all expended uses of this ability after you finish a long rest.

Additionally, you gain proficiency in the Perception skill.

Shocking Footwork

At 7th level, you may use your reaction to add a bolt of electricity to your step. If you move more than 10 feet during your turn, you may deal 1d6 electricity damage to any creature who is within 10 feet of you at the end of your turn. Those creatures also have their speed reduced by 10 feet until the start of your next turn. You may do this a number of times equal to your Constitution modifier. You regain all expended uses of this ability after you finish a short or long rest. At 18th level, this damage increases to 2d6.

Infiltration

At 10th level, while under the effects of your scouting ability, you impose disadvantage on all enemies who make melee attacks against you.

Improved Infiltration

At 15th level, your scouting ability resets at the end of a short rest.

Bubble Shield

At 18th level, you gain the ability to conjure forth a mental shield that embodies your physical training. You can cast the shield spell a number of times equal to your Strength modifier (minimum 1). You regain all expended uses of this ability once you finish a long rest.

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