Below are the Exploits available to Rogues. If an Exploit has a prerequisite, like a minimum Ability Score or Rogue level, you can learn it at the same time you meet the prerequisites.
Exploits of the 1st-degree are minor techniques slightly more complicated than swinging a weapon. They can be learned by Rogues with modest training and have no level prerequisite.
Prerequisites : Dexterity of 11, Acrobatics proficiency
When you fall, you can use a reaction to expend an Exploit Die to control your fall. You reduce any falling damage that you would take by an amount equal to five times your level, and when you land, you can choose to land on your feet.
Prerequisites : Intelligence or Wisdom of 11
When you make an ability check using alchemist's supplies, or a herbalism or poisoner's kit, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
When you hit a target with a weapon attack, you can expend one Exploit Die and force it to make a Dexterity saving throw. On a failure, add your Exploit Die to the damage roll, and the target's speed is halved until the start of your next turn.
Prerequisites : Charisma or Strength of 11
Whenever you make a Intimidation or Persuasion check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
You can also make Strength (Intimidation) checks in place of the normal Charisma (Intimidation) checks.
Prerequisites : Wisdom of 11
Whenever you make a Perception or Survival check, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
When you hit a target with a weapon attack, you can expend an Exploit Die and force it to make a Strength saving throw. On a failure, add your Exploit Die to the damage roll and it drops one item of your choice to the ground in its space.
Prerequisites : Intelligence of 11
You can use Intelligence, in place of Charisma whenever you make a Deception or Persuasion check. When you do so, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
As a bonus action, you expend an Exploit Die to feint, forcing a creature that can see you within 15 feet to make a Wisdom saving throw. On a failure, you have advantage on all attacks against that creature until the end of your current turn.
Prerequisites : Medicine proficiency
As an action, you touch a willing, living creature and expend Exploit Dice (up to your Proficiency Bonus). For every Exploit Die you spent, that creature regains hit points equal to one roll of its Hit Die + its Constitution modifier (minimum of 0).
Prerequisites : Intelligence or Wisdom of 11
Whenever you make an Investigation or Insight check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
Prerequisites : Dexterity of 11
Whenever you make an Acrobatics or Stealth check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
When you make an attack on your turn, you can expend an Exploit Die to move up to 10 feet immediately before making that attack, even if this would exceed your remaining speed. On hit, add your Exploit Die to the damage roll.
Prerequisites : Intelligence of 11
Whenever you make an ability check with thieves' or tinker's tools, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.
Prerequisites : Tinker's or Thieves' Tools Proficiency
You can expend one Exploit Die and spend 1 minute using either tinker's or thieves' tools to adjust one trap or lock you touch. The DC of that trap or lock either increases by 5, or changes to equal your Exploit save DC (your choice).
To use this Exploit, the trap or lock must be deactivated or unlocked, and you must have access to its inner mechanisms. You cannot use this Exploit to modify a trap or lock that can't be reset, or one that has been destroyed beyond repair.
Prerequisites : Alchemist's Supplies proficiency
As an action, you can expend one Exploit Die to use a set of alchemist's supplies to craft one Oil Bomb. It retains potency until the end of your next long rest, but you cannot regain this Exploit Die until this Oil Bomb is spent.
With the Use an Object action, a creature can throw this Oil Bomb at a point it can see within 60 feet. It explodes on impact, covering a 10-foot square centered on that point with Alchemical Oil, turning it into difficult terrain. Creatures in that area on impact, and any creature that enters the area must succeed on a Dexterity saving throw or fall prone.
The Oil retains its potency on the ground for 1 minute.
Prerequisites : Dexterity of 11
While you are wielding a finesse or versatile weapon, and a creature you can see hits you with a melee attack, you use a reaction to expend one Exploit Die and add that Exploit Die to your Armor Class against the triggering attack.
Prerequisites : Dexterity of 11
As part of a weapon attack you can expend one Exploit Die and add it to your attack roll. You can use this Exploit after you roll, but before you know if your attack is a hit or miss.
Prerequisites : Intelligence or Charisma of 11
While speaking, you can expend an Exploit Die to tell a short joke, quip, or another humorous anecdote. Creatures of your choice within 10 feet that can both hear and understand you forget everything you said during the 10 seconds proceeding this Exploit, and instead only remember your quip.
Any creature that is immune to the Charmed condition is also immune to this Exploit. Once you use this Exploit on a creature, it is immune to this effect for the next 24 hours.
Whenever you make an ability check using a skill or tool that you are proficient in and roll a 7 or lower on the d20, you can expend one Exploit Die to treat the d20 roll as an 8.
Prerequisites : Dexterity of 11
When a creature misses you with a melee attack, you use a reaction to expend an Exploit Die to make a melee weapon attack against it. On hit, add your Exploit Die to the damage.
Prerequisites : Charisma of 11, Persuasion proficiency
As an action, you expend one Exploit Die to force a creature within 10 feet of you that can both hear and understand you to make a Wisdom saving throw. It does so with advantage if you or an ally is hostile toward it. On a failure, it is Charmed by you for 1 hour. For the duration, it treats you as a friendly acquaintance, but it will not risk its life for you.
This effect ends if you or your allies do anything harmful to the Charmed creature. Should the effect end in this way, the creature realizes that it was deceived by you.
Once a creature succeeds on its saving throw against this Exploit it is immune to this effect for the next 24 hours.
Prerequisites : Wisdom of 11
When you make an Animal Handling, Medicine, or Nature check, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.
Prerequisites : Intelligence of 11
When you make an Arcana, History, or Religion check, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
Prerequisites : Alchemist's Supplies proficiency
As an action, you can expend one Exploit Die to use a set
of alchemist's supplies to craft one Smoke Bomb. It retains potency until the end of your next long rest, but you cannot regain this Exploit Die until this Smoke Bomb is spent.
With the Use an Object action, a creature can throw this Smoke Bomb at a point it can see within 60 feet. It explodes on impact, creating a 20-foot-radius sphere of smoke, which spreads around corners, centered on the impact. The smoke heavily obscures the area and lasts for 10 minutes. It can be dispersed by a moderate wind of at least 10 miles per hour.
Prerequisite : Charisma of 11
So long as you are in a settlement, you can use Charisma, in place of Intelligence whenever you make an Investigation or History check. When you do so, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
Prerequisites : Dexterity or Charisma of 11
If you make a Deception, Performance, or Sleight of Hand check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.
If you hit a creature with a melee weapon attack, you expend an Exploit Die and force it to make its choice of a Strength or Dexterity saving throw. On a failure, add your Exploit Die to the damage roll and the creature is knocked prone.
Prerequisites : Charisma of 11
When you hit a creature within 15 feet that can see or hear you with a weapon attack, you can expend one Exploit Die to taunt it. Until the start of your next turn, it Taunted to you.
Exploits of this degree represent the peak of roguish skill achievable without dedicated training. They can be learned by Rogues of 5th level and up.
Prerequisites : Alchemist's Supplies Proficiency
As an action, you can expend an Exploit Die and use alchemist's supplies to craft one vial of Alchemical Oil, choosing acid, cold, fire, poison, or lightning. This vial retains its potency until the end of the next long rest, but you can't regain your Exploit Die until this Alchemical Oil is spent.
With the Use an Object action, a creature can apply the vial of Oil to a weapon, expanding it. For the next 10 minutes, the weapon deals the damage type of the Alchemical Oil in place of its damage.
Prerequisites : Dexterity of 13
As a bonus action, you expend one Exploit Die to force one creature within 10 feet to make a Constitution saving throw. On a failed save, the creature is Blinded until it uses its action to clear the debris from its eyes.
Prerequisites : Poisoner's Kit proficiency
As an action, you expend an Exploit Die and use a poisoner's kit to craft one vial of Minor Poison. It retains potency until the end of your next long rest, but you cannot regain this Exploit Die until this Minor Poison is spent.
With the Use an Object action, a creature can apply the vial of poison to a weapon or piece of ammunition. On its next hit, it damage type is changed to poison, and its target must make a Constitution saving throw or be Poisoned for 1 minute.
The Poisoned creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
When you hit a target with a weapon attack, you can expend an Exploit Die to attack one of its senses, forcing it to make a Constitution saving throw. On a failure, add your Exploit Die to the damage roll, and it is Blinded, Deafened, or can't speak (your choice) until the beginning of your next turn.
Prerequisites : Dexterity of 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike at a vulnerable point to force it to make a Constitution saving throw. On a failure, add your Exploit Die to the damage roll, the creature falls prone, and it can't take reactions until the start of your next turn.
When you hit a target with a weapon attack, you can expend an Exploit Die to weaken it. The first attack made against it before the start of your next turn has advantage, and on hit, that attack deals bonus damage equal to your Exploit Die.
Prerequisites : Alchemist's Supplies proficiency
As an action, you can expend one Exploit Die to use a set
of alchemist's supplies to craft one Flash Bomb. It retains potency until the end of your next long rest, but you cannot regain this Exploit Die until this Flash Bomb is spent.
With the Use an Object action, a creature can throw this Flash Bomb at a point it can see within 60 feet. It explodes on impact, forcing all creatures that can see within 20 feet to make a Constitution saving throw or be Blinded for 1 minute. Any creature with the sunlight sensitivity feature makes this initial saving throw with disadvantage.
A Blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
When you make a melee weapon attack and miss, you can expend an Exploit Die to immediately repeat your attack against another target within the reach of your weapon.
Prerequisite : Wisdom of 13
In place of an attack, you can expend Exploit Dice (up to your Proficiency Bonus) to touch a creature, attempting to knock it out. If the creature's remaining hit points are equal to or less than three times the Exploit Dice you spent + your Wisdom modifier, it falls asleep, and is Unconscious for 10 minutes.
It wakes up if it takes damage or another creature uses an action to shake or slap the sleeping target awake.
When you make an ability check that does not include your Proficiency Bonus, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.
As part of a weapon attack you can expend an Exploit Die to gain advantage on your attack roll. You can use this Exploit after you roll, but before you know if you hit or miss.
Prerequisite : Strength or Dexterity of 13
When you hit a creature with a ranged or thrown weapon attack, you can expend an Exploit Die and force it to make a Strength or Dexterity saving throw (its choice). On a failure, add the Exploit Die to the damage and its speed becomes 0.
As an action, the creature can make a Strength check, and on a success the effects of this Exploit end.
When a creature you can see misses you with a melee attack, you can use your reaction to expend an Exploit Die and force it to attack another creature of your choice within range of its attack, adding your Exploit Die to its attack roll.
Prerequisites : Persuasion proficiency
As an action, you expend one Exploit Die and speak to all creatures that can hear and understand you within 20 feet, forcing them to make a Charisma saving throw. On a failed save, creatures become indifferent toward any creature that they can see for the next 10 minutes.
This effect ends if a creature takes damage, is forced to make a saving throw, or it witnesses an ally being harmed.
Prerequisite : Dexterity or Intelligence of 13
You can expend an Exploit Die to spend 10 minutes carefully examining a room you currently occupy. At the end of the 10 minutes, you gain knowledge about one of the following:
One natural or mechanical trap within the area.
One active spell in the area that was cast at a level equal to your Intelligence modifier or lower.
One secret compartment, door, or passageway.
Once you use this Exploit to survey a room you must finish a long rest before you can use it in that location again.
Prerequisites : Dexterity or Intelligence of 13
As a bonus action, you can expend an Exploit Die to make a special ranged weapon attack or thrown weapon attack with a weapon that has the finesse property.
This attack ignores the benefits of cover, so long as it can ricochet off one surface and hit a target in range. If this attack would normally have disadvantage, it does not. On hit, add your Exploit Die to the damage roll.
These Exploits are masterful acts of subterfuge and skill, and can only be learned by Rogues of 9th level or higher. Each of these Exploits can only be used once per short or long rest.
Prerequisites : Strength or Dexterity of 15
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and strike with precise force, dealing additional damage equal to two rolls of your Exploit Die and forcing it to make a Wisdom saving throw.
On a failed save, it cannot take reactions and on each of its turns it must move half its speed in a random direction then make a melee attack against a random creature in range.
To determine the random direction and attack, assign a direction (or target) to an appropriate die and roll it. For the direction, use a d8, and for target use a d4 or larger.
This lasts for 1 minute, but it repeats this saving throw at the end of each of its turns, ending the effect on a success.
Prerequisites : Poisoner's Kit proficiency
As an action, you expend Exploit Dice (up to your Proficiency Bonus) and use your poisoner's kit to craft one vial of Greater Poison. It retains potency until the end of your next long rest. You can't regain your Exploit Dice until this Poison is spent.
With the Use an Object action, a creature can apply the vial of poison to a weapon or piece of ammunition. On its next hit, it deals bonus poison damage equal to the Exploit Dice spent, and the target must succeed on a Constitution saving throw or for 1 minute it has disadvantage on attack rolls and ability checks, its speed is halved, and it can't take reactions.
The affected creature can repeat this saving throw at the end of each of its turns. On a success, the effect ends, but on a failure, it takes poison damage equal to your Exploit Die.
Prerequisite : History proficiency
You can expend an Exploit Die to spend 10 minutes focused on a person, object, or location you can see, after which, you remember a piece of lore about the subject of your focus.
This lore might consist of modern tales, forgotten stories, or even secret lore that was never widely known. The more information you have about your focus, the more precise and detailed the information you seem to remember about it.
Prerequisites : Deception proficiency
You can expend an Exploit Die to spend 1 minute giving a cunning speech to a number of creatures that can hear you equal to your level. At the conclusion, creatures who heard the entire speech must make a Wisdom saving throw.
All creatures who fail this saving throw become hostile toward a creature or location of your choice for 10 minutes.
Prerequisite : Charisma or Intelligence of 15
You can expend an Exploit Die and spend 1 hour to recruit a humanoid Informant from a settlement you currently occupy. For this Exploit to work, there must be a willing humanoid, such as an urchin, criminal, thief, spy, or another rapscallion in a settlement of significant size, as determined by the DM.
They won't aid you in combat or risk their life for you, but they will gather information, rumors, news, and secrets from that settlement. During each long rest, they will seek you out and deliver this information if you are in that settlement.
Your Informant remains in your service until you dismiss them or they die. However, you do not regain the Exploit Die spent on this Exploit until they leave your service.
Having more than one Informant in a settlement increases the accuracy and secrecy of information they can gather.
Prerequisite : Dexterity or Charisma of 15
You can expend an Exploit Die and spend 1 hour gathering information on up to 1 square mile of a settlement that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
Any active factions and faction outposts within the area.
Prominent buildings, gathering places, and cultural sites.
Powerful (CR 1 or higher) politicians or military leaders.
Loyalties, beliefs, rumors, and fears of the local populace.
Secret alleyways, doors, hideouts, or storefronts.
Once you use this Exploit to survey an area you must finish a long rest before you can use it in that location again.
Exploits of the 4th-degree are only able to be mastered by the most cunning minds. These can only be learned by Rogues of 13th level and higher, and each 4th-degree Exploit you know can only be used once per short or long rest.
Prerequisites : Dexterity of 17
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike as to inflict crippling pain and force the creature to make a Constitution saving throw.
On a failure, its speed is halved; it has disadvantage on all attack rolls, ability checks, and saving throws; and to cast a spell it must first succeed on a Constitution saving throw or its spell slot (or use of that feature) is wasted.
This effect lasts for 1 minute, but the creature can makes a Constitution saving throw without disadvantage at the end of each of its turns, ending this effect success.
Prerequisite : Knowledge of Thieves' Cant
While in a settlement of sufficient size, you can expend one Exploit Die and spend 1 hour using the Thieves' Cant found throughout the settlement to track down a significant figure of the criminal underworld to ask questions of.
Should the DM decide that such a figure exists within the settlement, you must approach them alone, and must make a DC 15 Intelligence or Charisma saving throw (your choice) to convince them to grant you an audience. On a failed save, you are reduced to 0 hit points, and your body is left unconscious in an alleyway or gutter somewhere in that settlement.
On a successful save, you have 5 minutes to ask the figure up to five questions. The figure answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if they do not know the answer). If a one-word answer would be misleading, the figure might instead offer a short phrase as an answer to that question.
Once you use this Exploit in a settlement, regardless if you succeed or fail on your initial ability check, you cannot use it in there again until 7 days have passed.
Prerequisites : Poisoner's Kit proficiency
As an action, you expend Exploit Dice (up to your Proficiency Bonus) and use a poisoner's kit to craft one vial of Advanced Poison. It retains potency until the end of your next long rest. You can't regain your Exploit Dice until this Poison is spent.
With the Use an Object action, a creature can apply the vial of poison to a weapon or piece of ammunition. On its next hit, it deals bonus acid damage equal to the Exploit Dice spent, and the target must succeed on a Constitution saving throw, or for 1 hour it has disadvantage on all attack rolls and ability checks. If it fails by 5 or more, it is Blinded for the duration.
The creature can repeat this saving throw as an action. On a success, the effect ends, but on a failure, it takes additional acid damage equal to your Exploit Die.
As an action, you expend one Exploit Die to temporarily focus on one of your skills. Choose a skill or tool you are proficient in. For 1 hour, whenever you make an ability check with that skill you gain a bonus to your roll equal to your Exploit Die.
Prerequisites : Dexterity of 17
As a bonus action, you can expend one Exploit Die to enter a heightened state of focus, which requires your concentration. For the next minute, your speed can't be reduced, opportunity attacks against you have disadvantage, and you are immune to the Grappled, Paralyzed, and Restrained conditions.
Prerequisites : Dexterity of 17
As a bonus action, you can expend an Exploit Die to enter a heightened state of focus which requires concentration. For the next minute, you can use your bonus action, including the bonus action used to activate this Exploit to make two ranged weapon attacks so long as you have ammunition.
Exploits of the 5th-degree rival the feats of the most cunning tricksters and archfey. They can only be learned by Rogues of 17th level and higher, and each 5th-degree Exploit you know can only be used once per short or long rest.
Prerequisites : Intelligence of 19
At the end of a long rest, you can expend one of your Exploit Dice to put an undisclosed contingency plan into place. Until you activate this Exploit again you cannot regain this Exploit Die. You can only have one contingency plan at a time.
As an action, you can reveal your previously undisclosed plan (which you make up at the time of its reveal) and make a DC 20 Intelligence check. You may add a skill the DM deems appropriate to your plan. On a success, your secret plans and preparations take effect perfectly as you described them.
The cost to execute the plan cannot exceed 5,000 gold, and the effects should not exceed those of a 7th-level spell.
For example, you might reveal that you secretly purchased a perfect spell scroll last time you were in a town, or that you paid a mercenary band or airship to come to your rescue.
Prerequisites : Poisoner's Kit proficiency
As an action, you expend Exploit Dice (up to your Proficiency Bonus) and use a poisoner's kit to craft a vial of Masterwork Poison. It retains potency until the end of your next long rest. You can't regain your Exploit Dice until this Poison is spent.
With the Use an Object action, a creature can apply the vial of poison to a weapon or piece of ammunition. On its next hit, it deals additional necrotic damage equal to twice the Exploit Dice spent, and the target must make a Constitution saving throw. On a failure, it has disadvantage on attack rolls, ability checks, and saving throws until a spell of 5th-level or higher (ie: greater restoration) is used to neutralize the poison.
If the creature fails by 5 or more, it is Incapacitated, and it cannot move or speak until it is cured of this poison.
Prerequisites : Dexterity of 19
When you take damage, you can use your reaction to expend one Exploit Die and move with supernatural agility and speed to an unoccupied space within 10 feet, somehow avoiding the triggering damaging effect as if it never affected you at all.
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with supernatural accuracy at its most vulnerable point. It must succeed on a Constitution saving throw or it is considered vulnerable to the damage of this attack. If you had advantage on your attack roll, it makes this Constitution save with disadvantage.
Regardless if the creature succeeds or fails on this saving throw, it takes bonus damage equal to four times your Exploit Die. If this attack reduces the target to 50 hit points or fewer, it falls Prone and is Stunned until the start of its next turn.
A creature can expend a Legendary Resistance to avoid this effect.
Prerequisites : Dexterity of 19
When you take the Hide action, you can expend one Exploit Die to hide with inconceivable and supernatural skill. So long as there is a place to hide within 60 feet, you instantly appear in one such hidden location of your choice within 60 feet, and are automatically considered to be hidden from all spells and creatures, no matter what senses or magic they might have.