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
- *Great Weapon Master/Sharpshooter - Reroll missed power attacks
- *Divination Wizard Portent - Combine with Portent for ultimate dice control
- *Halfling racial trait - Stack with Halfling's Lucky racial feature
- *Bless spell - Reroll and add 1d4, or add 1d4 then potentially reroll
- *Champion Fighter - Reroll attacks to fish for critical hits on 19-20
- *Paladin - Reroll saving throws for yourself and allies with Aura of Protection
Common Mistakes
DM Tips
Sources & Further Reading
- Lucky — D&D 5e Wikidot — Full SRD feat text
- Feats — D&D Beyond — Official feat list