Base Class: Rogue
Here’s a custom subclass concept (balanced for official 5e rules) that fits right into that galaxy-spanning, blaster-scorching, starship-hijacking style:
Starship Savant
Grants Proficiency in Starships and one other tool, as well as giving the ability "Quick Jack," where you can spend a bonus action to start or stop a starship within 5 feet
Saboteur’s Strike
When you hit a creature or a mechanical construct (such as a droid, turret, or vehicle subsystem) with a Sneak Attack, you can choose to:
Disable: Prevent it from using reactions until the end of your next turn.
Glitch: Impose disadvantage on its next attack roll or ability check.
Zero-G Phantom
You gain a climb speed and fly speed equal to your walking speed while in zero-G or low-gravity zones (including ships or asteroid bases), as well as Advantage on strength saving throws
Ghost Protocol
As an action, you can enter ghost mode for 1 minute. You become invisible to electronic sensors, cannot be tracked via cameras, motion scanners, or targeting computers. You remain visible to normal sight.
You can use this feature several times equal to your proficiency bonus per long rest.
Blackout Blade
You've mastered the art of disabling starships and systems mid-combat.
Once per turn when you deal Sneak Attack damage to a creature or device, you can cause one of the following effects:
Disable Weapon: A weapon (blaster, ship cannon, etc.) ceases to function for 1 round.
EMP Pulse: Deal bonus lightning damage equal to your rogue level and prevent reactions until the end of their next turn.
Hard Shutdown: If you hit a vehicle or ship system, it becomes inoperable for 1 minute (e.g., thrusters offline, shields drop), unless the pilot makes a DC 18 Intelligence (Vehicle) check.
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