Gateway
Masters at passing through tight security and locks, these rogues use the ethereal plane to accomplish their work. Referred to as "Ghosts", "Blinkers", or even "Hoppers", these thieves or assassins are rarely noticed while in the act, and rarer still caught.

Art by Necromoss!
Blinking Escape
When you choose this archetype at 3rd level, your ability to evade conflict has evolved to let you blink in and out of reality. Whenever you use your Cunning Action to Disengage, you also teleport to an unoccupied space that you can see. You can teleport a number of feet in this manner equal to 5 times the amount of Sneak Attack dice you have.
Using this feature again on your next turn reduces this range by 10 feet, to a minimum of 5 feet. Spending a turn without using it restores its range to full.
Extraplanar Backstab
Also at 3rd level, you can use the ethereal plane to attack from afar. Once on each of your turns, you can increase the range of one of your attacks by 5 feet. When doing so, you don't need advantage on the attack roll to use your Sneak Attack so long if there are no hostile creatures within 5 feet of you or your target, your target does not have cover against you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
This extra range increases by 5 feet at 5th (10 feet), 11th (15 feet), and 17th level (20 feet).
Phasing for Two
Starting at 9th level, you can bring along a friend when you teleport. When using your Blinking Escape, you can also bring one willing creature of your size or smaller. They must be within 5 feet of you when you attempt to teleport. They fail to be brought along if there is no unoccupied space within 5 feet of your new location.
Additionally, you can perform Dexterity (Sleight of Hand) checks and Use an Object on creatures and objects within range of your Extraplanar Backstab.
Blind Leap
At 13th level, leaping between planes has become nearly instinct to you, allowing you to leap even further. When using your Uncanny Dodge, you can also immediately use your Blinking Escape. You can also cast the Dimension Door spell once without expending any spell slots.
Once you have used either of these abilities, you can't use either of them again until you finish a short or long rest.
Displace Danger
At 17th level, you are a master at avoiding danger. When using your Blinking Escape, you can teleport creatures away from you. Choose an unoccupied space within range. That creature is teleported there while you teleport elsewhere. If that creature is unwilling, they must make a Charisma saving throw (8 + your proficiency bonus + your Wisdom modifier), being forcefully teleported on a failure.

