Meddler of Spaces Whether by innate magical ability, stumbling onto something you shouldn't have touched, or a gift given by a powerful patron you have somehow gained the ability to manipulate extraplanar spaces to some small extent. This ability, though small at first, when combined with a cunning mind allows individuals so blessed to surpass their mundane bretheren in the art of thieving and can even serve to pull off miraculous stunts.

Master of Time and Space When you choose this archetype at 3rd level, you gain access to the Pocket Item cantrip(detailed at the end of this archetype.)

Snatch Projectile Starting at 3rd level, As a reaction, when you are hit with a ranged weapon attack you can pocket the projectile in your extraplanar space, thereby negating the attack. At any point before the next long rest you can use an action to unleash a a projectile you have snatched as an attack against a target within 60ft. You are proficient with this attack and can add your dexterity modifier to the attack roll. The damage for theis attack is the same as the original projectile that you snatched. You are able to use this ability a number of times equal to your intelligence modifier(minimum 1) and can keep the same number of snatched projectiles at any given time. When you use Snatch Projectile, and you have already reached the limit of the number of projectiles you can carry, choose one projectile you have pocketed; it falls to the ground innert. You regain all expended uses when you finish a long rest. This attack cannot be used with sneak attack. Tracking Projectiles Because the Snatch Projectile feature allows the Pocket to store attacks made against them, they need to be tracked carefully. Due to the nature of the damage for these attacks you may simply have you DM keep track of that component or give you the information for the attack when you pocket it away.

Slip Through While other rogues may dodge things in an uncanny fashion, your ability to move into unexpected places is unparalleled. At 9th level, when you would be hit by a melee weapon attack you may use your reaction to magically slip a part of your body into your pocket space in front of the blow, potentially dodging the attack completely. Make a dexterity saving throw, the DC of which is the total for the weapon attack roll that hit you; on a success you dodge the attack completely, and may make an immediate melee weapon attack against the attacker. You can use this feature a number of times equal to your intelligence modifier(minimum 1). You regain all uses of this feature when you complete a long rest.

Master of the Spaces Between At 13th level your ability to manipulate extraplanar spaces has become so adept that you can cast either the Arcane Gate or Plane Shift spells once. You regain the use of this ability when you finish a long rest.