Looking for Lucky Feat 5e, you reached the right spot. Here in this post, you will get the Lucky Feat in DnD 5e complete guide.
This controversial Lucky Feat DnD 5e feat lets you take a mulligan in almost any in-game situation.
Now without further delay let’s start the Lucky Feat in DnD 5e guide.
About Lucky Feat 5e

Lucky Feat 5e’s main purpose lets you roll an extra d20 3 times per long rest, and then select the die you want. It is usually used after unlucky rolls to hedge a player’s in-game character’s bets.
The Lucky feat is actually controversial because some DnD gamers feel it’s overpowered and takes the excitement out of dice rolls.
Lucky Feat 5e Description
The Player’s Handbook describes the Lucky feat as follows:
- You receive inexplicable luck that kicks in at exactly the right moment.
- You have three luck points. Each time you make an ability check, an attack roll, or a saving throw, you can spend 1 luck point to roll an extra d20. You can decide to spend one of your in-game luck points after you actually roll the die, but before the outcome is known. You can choose which of the d20s is used for an ability check, attack roll, or saving throw.
- Also, you can also spend one luck point when an attack roll is actually made against you. Roll a d20 and then decide whether the attack actually uses the attacker’s roll or yours.
- When more than one creature spends an in-game luck point to actually influence the outcome of a roll, the points cancel each other out; no more dice are rolled.
- You can regain your expended luck points when you have completed a long rest.
Since dice rolls constitute a major part of the DnD drama, ensuring a positive roll or circumventing an adverse roll by spending a luck point seems anticlimactic to many gamers.
Since the Lucky feat is so versatile many gamers often take it, which can get boring after a while. Some DMs require gamers to narrate how their in-game character’s luck plays out to make it more interesting.
How Does Lucky Feat Work?
Here is the list of how the Lucky Feat in DnD 5e works:
- You get three luck points.
- You can spend one luck point to actually roll an additional D20 on an ability check, attack roll, or saving throw.
- Then you choose one of the 2 dice to use for your roll.
- You need to decide whether to use your luck points before you know if the original roll was actually successful or not.
- Also, you can spend a luck point to counter an attacker’s roll with your own.
- If both parties use an in-game luck point, they wipe each other out.
- You get your in-game luck points back after resting for a while.
Lucky is very useful for attack rolls. When rolling to see if an in-game attack hits, you can roll an extra D20 if you actually roll badly, or just want to ensure you succeed.
Also, you can use Lucky Feat 5e for an extra Advantage die in the game. With Advantage, you normally roll 2 dice and pick the highest. With Lucky + Advantage, you can actually take the highest of 3 dice. Some gamers call this a super advantage since it is such a powerful move.
Also, Lucky Feat 5e lets you roll an extra die for disadvantage rolls in the game. With a Disadvantage, you normally roll 2 dice and take the lowest.
With Lucky + Disadvantage, you can actually roll again after using the original 2 dice and then replace one of them with your lucky die. You have to take the lowest of 2 dice, but with drastically higher odds.
Note – Save your Luck points for when the DM actually gets a Crit on you (a natural 20), which forces them to use your roll instead of theirs. It may annoy them, but it is preferable to taking massive in-game damage.
Lucky Feat Attack Roll
Lucky feat + attack roll works like this in the game:
- Roll D20
- Predict the outcome of the attack succeeds
- If you would like to try for a higher roll then spend a luck point
- Roll another D20
- Select which of the two D20 to actually use
Say you are an Aasimar Monk facing a Mind Flayer, and you have become the last one standing in your in-game party. You use a ki point to use Step of the Wind as an extra action, to surprise them and get close to them. You plan to split their skulls with your longsword in the game.
You do an attack roll to find out if your sword actually hits. You get a 12. You are not sure if this hits, but this is a “die or do” moment – and you definitely do not want to get your brain sucked out! You spend a luck point on a lucky insurance roll in the game.
You roll another D20. It is a 17! You use the seventeen instead of the twelve, which definitely hits!
As you bring the sword down on the Mind Flayer’s squishy head, spilling their in-game silvery blood. You then walk around trying to cure the wounds of your unconscious comrades in the game.
If you wish to roleplay the lucky element, narrate something that actually makes sense. Mind Flayers really hate sunlight, so you might say, “Just before I swing, a tiny ray of light peeks from the ceiling, which startles the Mind Flayer so much that he lets down his guard!”
Lucky Feat 5e Advantage and Disadvantage

With regards to advantages and disadvantages, the Lucky Feat is a really good example of the rule of thumb that a particular DnD rule trumps a general rule.
The description of advantages and disadvantages reads:
Sometimes a special spell or ability tells you that you have a disadvantage or advantage on an ability check, a saving throw, or an in-game attack roll.
When that actually happens, you roll a second d20 when you complete the roll. Use the higher of the 2 rolls if you have an advantage, and use the lower roll if you have a disadvantage.
But the Lucky Feat says – Whenever you make an in-game ability check, attack roll, or saving throw, you may spend one luck point to roll an extra d20.”
The specific Lucky feat rule overrides the general disadvantage/advantage rule.
Lucky Feat Advantage
Lucky feat + advantage roll works like this in the game:
- Roll two d20s for an advantage
- Predict if your advantage roll will succeed. Y
- If you wish to roll a 3rd die, spend a luck point
- Roll an extra d20
- You can keep the Lucky die or one of the others
- You should take the highest of the remaining 2 dice
Lucky Feat Disadvantage
Lucky feat + disadvantage works like this in the game:
- Roll two d20s for disadvantage.
- Decide if your disadvantage roll succeeds.
- If you wish to roll a 3rd die, spend a luck point.
- Roll an extra d20.
- You should keep the Lucky die, or one of the others in the game.
- Choose the lowest of the remaining 2 dice.
Lucky feat with a disadvantage is actually a bit more complicated than an advantage, so let’s try to explain:
Say you are a Goliath who actually wants to sneak by a snoozing guard. Your DM lets you actually try a Stealth roll, but with a disadvantage since you are extremely unsneaky and huge.
Your DEX score is eleven, which gives you a +1 ability modifier to in-game ability checks that fall under DEX. Stealth falls under DEX, so you are able to add +1 to its ability check roll in the game.
The Difficulty Class (DC) to slip by the snoozing guard is ten, so you need to roll at least a ten to succeed.
You roll 2 d20s and get an eight and an eleven. When you are at a disadvantage, you choose the lowest, and an 8 + 1 is lower than the guard’s DC of ten. You’d alert the guard and bring a world of pain to your beefy head in the game.
You choose to use your Lucky feat. You say, – Not so fast, I am using a luck point!” and roll another in-game die. It is a fourteen.
You swap the original eight die with your newly acquired lucky fourteen and use the eleven and fourteen for your disadvantage roll. With a disadvantage, you still need to take the lowest of the 2 dice, but 11 + 1 is actually enough to beat the guard! You tiptoe by, grateful for your in-game lucky stars.
To stop the in-game table from groaning as you futilely use your luck point to save your bacon, roleplay your way around it!
You say – The wolf steak in my backpack actually reminds the guard of his in-game mother’s cooking. He falls into a deep sleep as I enter his room, It’s really a good thing I had that on me.
Lucky Feat Death Saving Throw
If you start a turn with zero hit points then you need to make a death-saving throw with a d20.
- A ten or higher success.
- Three successes mean you have stabilized.
- Three failures mean you die.
- A “natural 20” counts as two successes.
- A “natural one” counts as 2 failures.
It is also a source of controversy that the Lucky feat is actually allowed for death-saving throws since you know the outcome automatically (over ten = pass, under ten =fail). So long as you declare your in-game luck point before you roll, it’s a fair game.
A death-saving throw is a great use of the Lucky feat. Instead of a natural one. Get lucky and get a natural 20! Being Lucky can actually mean the difference between in-game life and death.
New Lucky Feat
Lucky is so widely debated that Wizards of the Coast have made the Lucky Feat for 1 DnD, the follow-up to DnD 5e.
The updated Lucky Feat is as follows:
You have a number of in-game Luck Points that actually equal to your proficiency bonus. You can spend the in-game points on the benefits below, and you will regain your Luck Points when you actually complete a Long Rest.
Advantage – Immediately after you actually roll a d20, for an ability check, attack roll, or saving throw, you can spend one Luck Point to provide yourself Advantage on the roll.
Disadvantage – When a creature rolls a d20 for an in-game attack roll against you, you can spend one Luck Point to actually impose Disadvantage on that roll.
There are mixed reactions. Tying luck points to your proficiency bonus will give you less luck points in the early game, but possibly more luck points as you in-game progress.
Additionally, you can no longer take the highest of 3 dice for advantage/disadvantage rolls, but instead, directly impose 1 or the other. Also, the new Lucky feat eliminates the ability to swap your opponent’s dice roll for your own in the game.
Lucky Feat Best Use
The Lucky Feat is really useful for everyone, but Halflings can be particularly lucky since their racial trait Lucky lets them re-roll one. This is inclusive of dice rolled for the Lucky feat.
Halfling Lucky Feat 5e
A Halfling Lucky dice roll on a natural one works actually like this:
- You decide to attack. Let’s say the DM offers you the advantage.
- You roll a one and three. Bad luck.
- Using your Halfling Lucky trait, you re-roll the roll. You get a five.
- You have a three and a five now.
- You choose to use a luck point from the Lucky Feat and roll again.
- You roll one. Terrible luck.
- You use your Halfling Lucky racial trait to re-roll the one again.
- You roll a natural twenty!
Now you can select between a three, five, or twenty. Halfling luck!
Lucky Feat 5e Least Useful
The Lucky Feat is really useful for everyone! Some gamers think it is the perfect feat in the game since it applies to so many in-game situations.
Also, you can use the in-game Lucky feat in social interactions, exploration, battle, or in any situation in the game.
Is Lucky Feat 5e Right for You?
In most cases, yes, but it actually depends on your attitude. The Lucky feat is really powerful, but it can also be a bit cheesy.
If you prefer to stick with adapt and punches, you should actually go without the Lucky feat. If you like security and think that luck is fun in the game, then you should choose it.
Don’t forget that choosing a feat foregoes ability score improvement (ASI), and other feats in the game.
Lucky Feat 5e FAQ
Here are some questions and answers about the Lucky Feat 5e
Q. Is Lucky Feat Overpowered 5e?
Most players say yes, Lucky is really versatile, has no downsides, and can actually change the entire course of a game.
Q. How Do You Get The Lucky Feat DnD?
The Lucky feat has no requirements, so anyone can obtain it. You can select feats instead of ability score improvements when you actually reach certain levels in the game.
Q. Does Lucky Feat Work On Death Saves?
Yes, Lucky feat is effective on death saves when you declare it before you roll.
Q. Can A Halfling Take The Lucky Feat?
Yes, you can possess and use both the Halfling’s Lucky racial trait and the Lucky feat in the game.
Q. Can You Use Lucky Feat Multiple Times?
The answer is clearly no, you can only spend 1 luck point per roll.
Q. Can You Take The Lucky Feat Multiple Times?
The answer is No, you can only take a feat once in the game.
Conclusion
Hopefully, you like this Lucky Feat 5e guide. If you want to ask any questions or share any suggestions about the Lucky Feat 5e so comment section is always open for you.
Thanks for reading this complete Lucky Feat 5e post and don’t forget to share this post with other gamers.
More Check –
Leave a Reply
View Comments