This controversial DnD 5e feat lets you take a mulligan in almost any situation.
“All was lost. Then a miracle occurred…”
What is the Lucky Feat 5e?
Lucky Feat 5e’s main use lets you roll an extra d20 three times per long rest, and then choose the die you want. It’s usually used after “unlucky” rolls to hedge a player character’s bets.
The Lucky feat is controversial because some DnD players feel it is overpowered and takes the fun out of dice rolls.
Lucky Feat 5e Description
According to the Player’s Handbook, the Lucky feat means that:
- You have inexplicable luck that seems to kick in at just the right moment.
- You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
- You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker’s roll or yours.
- If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
- You regain your expended luck points when you finish a long rest.
Since dice rolls are a big part of the DnD drama, ensuring a good roll or circumventing a bad roll by “spending a luck point” seems anticlimactic to many players. Since the Lucky feat is so versatile many players often take it, which can get boring too. Some DMs require players to narrate how their character’s luck plays out to make it more exciting.
How Does the Lucky Feat Work?
This is how the Lucky Feat in DnD 5e works:
- You get 3 luck points.
- You can spend one 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 for your roll.
- You have to decide to use your luck point before you know if the original roll was successful or not.
- You can also spend a luck point to replace an attacker’s roll with your own.
- If both parties use a luck point, they cancel each other out.
- You get your luck points back after a long rest.
Lucky is great for attack rolls. When rolling to see if an attack hits, you can roll an extra d20 if you roll badly, or just want to make extra sure you succeed.
You can also use Lucky Feat 5e for an extra Advantage die. With Advantage, you normally roll two dice and choose the highest. With Lucky + Advantage, you can take the highest of three dice. Some players call this “super advantage” since it’s such a powerful move.
Lucky Feat 5e also lets you roll an extra die for disadvantage rolls. With Disadvantage, you normally roll two dice and take the lowest. With Lucky + Disadvantage, you can roll again after rolling the original two dice, and then replace one of the originals with your lucky die. You still take the lowest of two dice, but with drastically better odds.
Gamecows Tip: Save your Luck points for when the DM gets a Crit against you (a natural 20), which forces them to take your roll instead of theirs. It may annoy them, but it’s better than taking massive damage!
Lucky Feat attack roll
Lucky feat + attack roll works like this:
- Roll a d20
- Predict whether or not the attack succeeds
- If you want to try for a higher roll, spend a luck point
- Roll another d20
- Choose which of the two d20 to use
Say you’re an Aasimar Monk facing a Mind Flayer, and you’re the last one standing in your party. You spend a ki point to use Step of the Wind as a bonus action, to surprise them and get up close. You plan to split their skull with your longsword.
You do an attack roll to see if your sword hits. You get a 12. You aren’t sure if this hits, but this is a “do or die” moment—and you really don’t want to have your brain sucked out! You spend a luck point for a lucky insurance roll.
You roll an additional d20. It’s a 17! You use the 17 instead of the 12, which most definitely hits!
You bring the sword down on the Mind Flayer’s squishy head, spilling their silvery blood. You then go around trying to cure wounds of your unconscious comrades.
If you want to roleplay the “lucky” element, narrate something that makes sense. Mind Flayers hate sunlight, so you could say something like “Just before I swing, a tiny ray of light peaks through the ceiling, which startles the Mind Flayer enough to let down his guard!”
Lucky feat with advantage and disadvantage
With regards to advantage and disadvantage, the Lucky Feat is a good example of the rule of thumb that a specific DnD rule trumps a general rule.
The description for advantage and disadvantage reads:
“Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage.”
But the Lucky Feat says “Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20.”
The specific Lucky feat rule overrides the more general advantage/disadvantage rule.
Lucky feat advantage
Lucky feat + advantage roll works like this:
- Roll 2 d20s for advantage
- Predict if your advantage roll succeeds. Y
- If you want to roll a third die, spend a luck point
- Roll an extra d20
- Keep the Lucky die, or one of the others
- Take the highest of the remaining two dice.
Lucky Feat disadvantage
Lucky feat + disadvantage works like this:
- Roll 2 d20s for disadvantage.
- Predict if your disadvantage roll succeeds.
- If you want to roll a third die, spend a luck point.
- Roll an extra d20
- Keep the Lucky die, or one of the others.
- Take the lowest of the remaining two dice.
Lucky feat with disadvantage is a bit more complicated than advantage, so let’s try an example:
Say you’re a Goliath who really wants to try and slip by a snoozing guard. Your DM lets you try a Stealth roll, but with disadvantage since you’re so huge and unsneaky.
Your DEX score is 11, which gives you a +1 ability modifier to ability checks that fall under DEX. Stealth falls under DEX, so you can add +1 to its ability check roll.
The DC (Difficulty Class) to slip by the snoozing guard is 10, so you must roll at least a 10 to succeed.
You roll two d20s, and get an 8 and an 11. Normally with disadvantage, you must take the lowest, and an 8 + 1 is lower than the guard’s DC of 10. You would alert the guard and bring a world of pain upon your beefy head.
You decide to use your Lucky feat. You say, “Not so fast, I’m using a luck point!” and roll another die. It’s a 14.
You replace the original 8 die with your new lucky 14, and use the 11 and 14 for your disadvantage roll. With disadvantage you still have to take the lowest of the two dice, but 11 + 1 is enough to beat the guard! You tiptoe by, thanking your lucky stars.
To stop the table from groaning as you lamely employ a luck point to save your bacon, roleplay your way through it!
You say, “The wolf steak in my backpack reminds the guard of his mother’s cooking. He goes into a deep sleep as I enter the room. Good thing I had that on me!”
Lucky Feat death saving throw
If you start a turn with 0 hit points, you have to make a death saving throw with a d20.
- A 10 or higher succeeds.
- 3 successes means you stabilize.
- 3 failures means you die.
- A “natural 20” counts as 2 successes
- A “natural 1” counts as two failures.
It’s also a source of controversy whether the Lucky feat is allowed for death saving throws, since you know the outcome automatically (over 10 = pass, under 10 =fail). As long as you declare your luck point before you roll, it should be fair game.
A death saving throw is one of the best uses of the Lucky feat. Instead of a natural 1… ou might get lucky and get a natural 20! Being “Lucky” can mean the difference between life and death!
New Lucky Feat
Lucky is so hotly debated that Wizards of the Coast have made a new Lucky Feat for One DnD, the successor to DnD 5e.
The new Lucky Feat is as follows:
You have a number of Luck Points equal to your Proficiency Bonus. You can spend the points on the benefits below, and you regain your expended Luck Points when you finish a Long Rest.
Advantage. Immediately after you roll a d20, for an attack roll, ability check, or saving throw, you can spend 1 Luck Point to give yourself Advantage on the roll.
Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
Reactions are mixed. Tying luck points to your proficiency bonus gives you fewer luck points in the early game, but potentially more luck points as you progress.
At the same time, you can no longer take the best of three dice for advantage/disadvantage rolls, but instead, directly impose one or the other. The new Lucky feat also eliminates the ability to swap an enemy’s dice roll for your own.
Who Can Best Use the Lucky Feat?
The Lucky Feat is useful for everyone, but Halflings can be especially lucky since their racial trait “Lucky” lets them re-roll a 1. This includes dice rolled for the Lucky feat.
Halfling Lucky Feat 5e
A Halfling Lucky dice roll on a natural 1 works like this:
You choose to attack. Let’s say the DM gives you advantage.
You roll a 1 and 3. Bad luck.
You use your Halfling “Lucky” racial trait to re-roll the 1. You get a 5.
You have a 3 and a 5 now.
You decide to use a luck point from the Lucky Feat, and roll again.
You roll a 1. Terrible luck.
You use your Halfling “Lucky” racial trait to re-roll the 1 again.
You roll a natural 20!
Now you can choose between a 3, 5, or 20. Halfling luck!
Who is the Lucky Feat 5e Least Useful for?
The Lucky Feat is useful for everyone! Some players think it’s the best feat in the game since it applies to so many situations.
You can use the Lucky feat in exploration, social interactions, battle, or anything in between.
Should You Choose Lucky Feat 5e?
Most likely yes, but it depends on your attitude. The Lucky feat is very powerful, but can also be a bit cheesy.
If you’d rather roll with the punches and adapt, you should go without the Lucky feat. If you like the security and think a little luck is fun, then you should choose it.
Keep in mind that choosing a feat foregoes an ability score improvement (ASI), and other feats.
Lucky Feat 5e FAQ
Is Lucky feat overpowered 5e?
Most people say yes. Lucky is extremely versatile, has no downsides, and can change the entire course of a game.
How do you get the Lucky feat DnD?
The Lucky feat has no prerequisites, so anyone can get it. You can choose feats instead of ability score improvements when you reach certain levels.
Does Lucky feat work on death saves?
Yes, Lucky feat works on death saves as long as you declare it before you roll.
Can a halfling take the Lucky feat?
Yes, you can have and use both the Halfling’s “Lucky” racial trait and the Lucky feat.
Can you use lucky feat multiple times?
No, you can only spend one luck point per roll.
Can you take the lucky feat multiple times?
No, you can only take a feat once.
Push your luck even further by learning about all of the DnD Feats in our full Feats 5e guide.
Before starting GameCows with his wife Kendra, he used to teach English Language Arts in the US. He combined his love of gaming with education to create fun game-based learning lessons until he eventually decided to run GameCows with Kendra full-time. He’s known for pouring over rulebooks in his spare time, being the rule master during game night, and as the perma DM in his DnD group. Bryan loves board games, writing, traveling, and above all his wife and partner in crime, Kendra.