Lucky

Complete guide to the Lucky feat in D&D 5e. Reroll critical dice rolls, turn failures into successes, and bend probability in your favor three times per day.

Benefit

You have 3 luck points that let you reroll any d20 roll you make or that's made against you, potentially turning failures into successes.

Mechanics

Lucky gives you a pool of 3 luck points that recharge on a long rest: **Reroll Your D20:** You can spend a luck point to reroll any attack roll, ability check, or saving throw you make. You can choose to use this after seeing the die result but before the DM tells you whether you succeed or fail. You choose which roll to use. **Force Enemy Reroll:** When an attack roll is made against you, you can spend a luck point to force the attacker to reroll. You choose which roll the attacker must use. **Luck Points:** You have 3 luck points. You regain expended luck points when you finish a long rest. **Important Details:** - You can use Lucky after rolling but before knowing the outcome - Works on any d20 roll (attacks, saves, checks) - Can be used even if you have advantage or disadvantage - When used with advantage/disadvantage, you roll a third die and choose any of the three - Does not work with death saving throws (RAW they are saving throws, so it does work - this is hotly debated)

Synergies

Common Mistakes

Common Mistake
Thinking you must decide before rolling - you can wait until after you see the roll
Common Mistake
Not using Lucky on critical saving throws that could kill you
Common Mistake
Saving luck points for 'the perfect moment' and never using them
Common Mistake
Forgetting you can use Lucky when enemies attack you
Common Mistake
Thinking Lucky doesn't work with advantage/disadvantage - it gives you a third die to choose from
Common Mistake
Not realizing Lucky is per long rest, not per short rest

DM Tips

DM Tip
Lucky is one of the most powerful feats - it bends probability significantly
DM Tip
Three uses per day is limiting but can swing critical moments
DM Tip
Lucky on death saves is controversial - establish your ruling in session zero
DM Tip
This feat rewards players for taking risks (GWM, dangerous stunts)
DM Tip
Multiple encounters per long rest dilutes Lucky's power
DM Tip
Lucky can trivialize carefully-planned challenges - be prepared for it
DM Tip
Some DMs ban Lucky for being too powerful - discuss in advance

Sources & Further Reading