Spectral Ghost (5e Subclass)
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Some rogues enhance their fine-honed skills of stealth and agility with the magic of the Ethereal Plane. These rogues include highly specialized assassins, spies, and thieves for hire and those already in the service of a government or large organization. Undetectable, untouchable and notoriously difficult to prepare against, spectral ghosts are exactly what they claim to be.
Starting, at 3rd level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. You can use this feature a number of times equal to your Wisdom modifier per long rest.
Starting at 3rd level, when you use the bonus action granted by your Cunning Action to take the Phase action. When you do so you become semitransparent, you can move through non-magical difficult terrain without expanding any additional movement, and can move through non-magical objects and creatures. If you end your turn inside an object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to the number of feet you are moved. You can use this feature a number of times equal to your Wisdom modifier per long rest.
You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Beginning at 9th level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw. The DC for this saving throw is equal to half the damage taken. On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can't use this feature again until you finish a short or long rest.
Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.
When you reach 17th level, you have become adept at creating a specter form for 1 turn. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your spectrel's turn at your initiative minus 10. You can't use this feature when you are surprised and can only use it once per long rest.