This controversial DnD 5e feat allows you to mulligan in almost any situation.
"All was lost. Then a miracle happened..."
What is Lucky Feat 5e?
The main use of Lucky Feat 5e allows you to roll an extra d20 three times per long pause and then choose the die you want. Usually used after "unlucky" moves to hedge a player character's bets.
The luck stunt is controversial because some DnD players feel it overpowers and takes the fun out of rolling the dice.
Description of Lucky Feat 5e
According toplayer manual, the luck talent means the following:
- You have an inexplicable luck that seems to appear at the right time.
- You have 3 luck points. Each time you make an attack roll, ability check, or saving throw, you can spend a Luck point to roll an additional d20. You can spend one of your luck points after rolling the dice, but before the result is known. You decide which of the d20s to use for the attack roll, skill check, or saving throw.
- You can also spend a Luck point when an attack roll is made against you. Roll a d20 and choose whether the attack uses the attacker's roll or yours.
- If more than one creature spends a luck point to affect a test result, the points cancel each other out; no additional dice are rolled.
- You regain spent Luck Points when you finish a long break.
Since dice rolls are a big part of the DnD drama, many players find securing a good roll or avoiding a bad roll "spending a luck point" disappointing. Because Lucky Feat is so versatile, many players use it frequently, which can also be tedious. Some DMs require players to narrate their character's unfolding fortunes to make it more exciting.
How does luck work?
How Lucky Feat works in DnD 5e:
- You earn 3 luck points.
- You can spend a Luck point to roll an additional d20 on an attack roll, ability check, or saving throw.
- You then choose one of the two dice to use on your roll.
- You must decide to use your luck point before knowing whether the original roll succeeds or not.
- You can also spend a Luck point to replace an attacker's roll with yours.
- If both parties use a luck point, they cancel each other out.
- You regain your luck points after a long break.
Luck is great for attack rolls. When you roll to see if an attack hits, you can roll an extra d20 if you roll wrong or just want to make sure you succeed.
You can also use Lucky Feat 5e to get an extra Advantage Die. In Advantage, you typically roll two dice and choose the highest one. With Lucky + Advantage, you can take the largest of the three dice. Some players call this "Super Edge" because it's a very powerful move.
Lucky Feat 5e also allows you to roll an extra dice for handicap rolls. In handicapping, you typically roll two dice and take the smaller one. With Luck + Disadvantage, after rolling the original two dice, you can reroll and replace one of the original dice with your lucky die. You still get the smaller of the two dice, but with dramatically better odds.
Gamecows-Tipp:Save your luck points when the master gets onecriticalagainst you (a natural 20) and forces them to make your move instead of theirs. This might annoy them, but it's better than taking massive damage!
Lucky feat attack shot
Lucky feat + attack draw works like this:
- Role um d20
- Predict whether the attack will succeed or fail
- If you want to attempt a higher roll, spend a Luck point.
- Roll another d20
- Choose which of the two d20's you want to use
Say you are oneasimar mongeBeforemind flayer, and you are the last one in your group. You spend a ki point to use it.passage of the windas a bonus action to surprise them and move closer. You plan to open their skulls with your longsword.
You make an attack roll to see if your sword hits. You roll a 12. I'm not sure this is a hit, but this is a crucial moment and you really don't want to blow your mind! You spend a luck point on a lucky insurance roll.
You roll an additional d20. It's a 17! They use 17 instead of 12 which definitely hits the spot!
You bring your sword to the Mind Flayer's soft head and spill its silver blood. So you go around and tryto heal woundstheir unconscious comrades.
If you want to interpret the element of happiness, tell something meaningful. Mind flayers hate sunlight, so you could say something like, "Just before I attack, a small beam of light penetrates the ceiling and scares the mind flayer so much that it lets its guard down."
A stroke of luck with advantages and disadvantages
In terms of pros and cons, Lucky Feat is a good example of the general rule that a specific DnD rule trumps a general rule.
The description of the pros and cons says:
„Sometimes a special ability or spell tells you that you have an advantage or disadvantage on a skill check, saving throw, or attack roll. When this happens, you roll a second d20 as you make the roll. Use the higher roll of the two when you have an advantage, and use the lower roll when you are disadvantaged.”
But Lucky Feat says "Each time you make an attack, ability, or saving throw, you can spend 1 Luck to roll an additional 1d20.”
The Lucky Talent specific rule overrides the more general Advantage/Disadvantage rule.
Perk Feat of Chance
Charm + Advantage roll works like this:
- Roll 2 d20 to gain an advantage
- Predict whether your advantage roll will succeed. AND
- If you want to roll a third die, spend a Luck point.
- Roll an additional d20
- Keep the lucky die or one of the others
- Take the larger of the two remaining dice.
The Gamble + Handicap works like this:
- Roll 2d20 for disadvantage.
- Predict whether your debuff roll will succeed.
- If you want to roll a third die, spend a Luck point.
- Roll an additional d20
- Keep the lucky die or one of the others.
- Take the bottom of the two remaining cubes.
Chance with a negative side is a bit more complicated than the negative side, so let's try an example:
Say you are oneGoliathwho really wants to try to escape a sleeping guard. Your GM lets you attempt a stealth check, but at a disadvantage, as you're too big and not very stealthy.
Your DEX score is 11, giving you a +1 ability modifier to ability checks that fall under the DEX. Stealth falls under DEX, so you can add +1 to your skill check.
ANDCD (difficulty level)Sliding the sleeping guardian is 10, so you must roll at least 10 to succeed.
You roll two d20s and get an 8 and an 11. Normally, you should choose the lowest with disadvantage, and an 8 + 1 is less than the guard's DC of 10. You'd alert the guard and bring a world of pain down on you. strong head
You decide to use your luck talent. They say, "Not so fast, I'll use a lucky point!" and roll another die. it's a 14
You replace the original 8 dice with your new lucky 14 and use the 11 and 14 for your handicap roll. With a handicap you still have to get the smaller of the two dice, but 11 + 1 is enough to beat the keeper! You tiptoe past and thank your lucky stars.
To keep the table from rumbling while you spend a Luck Point to save your bacon, act your way!
They say, "TheLobSteak in my backpack reminds you of your mother's kitchen guard. He falls into a deep sleep when I enter the room. Glad I had that with me!"
Lucky Feat's Death Save
If you start a round with 0health pointsyou have to do onesave deathwith a d20.
- A 10 or more succeeds.
- 3 successes mean you're stabilizing.
- 3 misses means you die.
- A "natural 20" counts as 2 hits.
- A "natural 1" counts as two failures.
It is also controversial whether lucky charms are allowed on death rolls, as the result is known automatically (more than 10 = pass, less than 10 = fail). As long as you declare your Luck Point before launch, it should be fair game.
A killing save is one of the best uses of the Lucky feat. Instead of a natural 1... you might get lucky and get a natural 20! Being "lucky" can make the difference between life and death!
New stroke of luck
Lucky is such an important topic that Wizards of the Coast has developed a new Lucky Feat for One DnD, the successor to DnD 5e.
The new Lucky Feat is as follows:
You have a number of Lucky Points equal to your Performance Bonus. You can spend the points on the following buffs and recover your spent luck points when you finish a long break.
Advantage. Immediately after rolling a d20, you can spend 1 Luck point on an attack roll, ability check, or saving throw to gain advantage on the roll.
Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck point to inflict a debuff on that roll.
Reactions are mixed. Link lucky points to yourscompetition bonusGives you less luck points early in the game, but potentially more luck points as you progress.
At the same time, the best of three dice can no longer be chosen for advantage/disadvantage rolls, but one or the other is imposed directly. The new Luck feat also removes the ability to change an enemy's dice roll to your own.
Who needs luck more?
Lucky Talent is useful to everyone, but Halflings can be particularly lucky, as their Lucky racial trait allows them to repeat a 1. This includes dice rolled for Lucky Talent.
Halbling Lucky Feat 5e
A halfling lucky die roll on a natural 1 works like this:
You choose to attack. Let's say the GM gives you an advantage.
You roll a 1 and a 3. Unlucky.
You use your halfling luck racial trait to reroll the 1. You get a 5.
Now you have a 3 and a 5.
You decide on a Lucky Feat luck point and roll the dice again.
You roll a 1. Unlucky.
You use your lucky halfling racial trait to reroll the 1.
20 natural wheels!
Now you can choose between 3, 5 or 20. Medium Luck!
Who is Lucky Feat 5e least useful for?
The lucky break is useful for everyone! Some players think it's the game's best feat, as it applies to so many situations.
You can use the luck talent in exploration, social interactions, combat, or anything else.
Should you choose Lucky Feat 5e?
Probably yes, but it depends on your attitude. The lucky talent is very powerful, but it can also be a little cheesy.
If you'd rather take the hits and adapt, you can skip the lucky feat. If you like security and think a little luck is fun, go for it.
Note that choosing a feat gives up aSkill Score Improvement (ASI), and other achievements.
Lucky Feat 5e FAQ
¿Lucky Feat Dominado 5e?
Most people say yes. Lucky is extremely versatile, has no drawbacks and can change the entire course of the game.
How to get the Lucky DnD talent?
The Lucky Feat has no prerequisites, so anyone can get it. You can choose feats over upgrades for skill points when you reach certain levels.
Lucky feat works on Death Saves?
Yes, Lucky feat works on kill saves as long as you declare it before rolling the dice.
Can a halfling withstand gambling?
Yes, you can have and use both the Luck racial trait and the Halfling Luck feat.
Can the Lucky talent be used multiple times?
No, you can only spend one luck point per turn.
Can you bet multiple times?
No, you can only do a stunt once.
Boost your luck even further by checking out our comprehensive guide to all the benefits of DnD5e talent guide.