A Player's Guide to Feats - Lucky

A Player's Guide to Feats - Lucky

I’m not going to discuss potential fixes for the Lucky feat. That falls under the purview of GMs. As players, let’s enjoy the feat and grab it if we can/want.

The best feat in the game. Banned by the GM. Overpowered. These are just a few of the things said about the Lucky feat. Many wonder how such a powerful and game-changing feat was allowed to exist in the first place. Is the Lucky feat really that powerful? Does it throw off the game’s ever-so-precious balance? Let’s look and see if the Lucky feat is all it’s cracked up to be.

What is the Lucky feat?

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 sav’sing 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.

Player’s Handbook

Dissecting the Feat

Let’s start with the fact that Lucky is a universal feat. Anyone can take the feat as there are no prerequisites. You might think that it could be only available to halflings, but that’s rendered a moot point due to their Lucky trait. The Lucky feat allows anyone and everyone to roll more dice in such a way that many have argued that it breaks the game. Hence, it’s banned at so many tables.

Right out of the gate, the Lucky feat is uber-powerful, as you can use it up to three times before you’ll need a good night’s sleep (long rest) to use it again. Three uses is a silly number of times. In my opinion, this is the reason the feat is so powerful.

When you think your dice have betrayed you, you can roll one of your Lucky dice. You have to do it before you know the outcome, but I think we’re all in agreement that when a 1 comes up on a d20, rolling another die is what you’ll be doing.

Next, you can use one of your Lucky dice on practically any type of roll if you don’t like the number. You can also use a Lucky die to counter an opponent’s roll, negating all critical hits against you. It’s also extremely helpful when trying to run away from a creature who can make an Attack of Opportunity.

As has been talked about time and time again, the power of the feat is that when you roll a Lucky die, it gives you advantage on that roll. Advantage is a massive bonus, and we, as players, constantly search for ways to roll that extra die. Here is an incomplete list of ways to obtain advantage, and then only on certain things.

  • Dwarves have advantage on saving throws against the poisoned condition. Duergar has advantage on saving throws made to avoid or end the charmed or stunned condition.

  • Elves have an advantage on saving throws against being charmed.

  • Kobolds have advantage on saving throws to avoid or end the frightened condition.

  • Inspiration (if you have a nice DM) grants advantage on an attack roll, saving throw, or ability check.

  • Flanking (if allowed) grants advanatge on attack rolls.

  • Reckless Attack gives barbarians advantage on melee weapon attack rolls using Strength on that turn.

  • Oath of the Crown Paladin’s 20th level Exalted Champion grants advantage on Wisdom saving throws.

  • Favored Enemy gives Rangers advantage on Wisdom (Survival) checks to track favored enemies, as well as on Intelligence checks to recall information about them.

  • Attack rolls have advantage against Prone creatures within 5 feet.

  • Faerie fire gives any attack roll against an affected creature or object has advantage if the attacker can see it.

  • Heroes feast grants advantage on Wisdom saving throws for 24 hours

As you can see, gaining advantage usually requires a specific set of circumstances to be had. The Lucky feat is unencumbered by such limitations. If your dice come up short on any roll imaginable, the Lucky feat gives you three chances to change it.

If you’re into numbers, percentages, and math in general, check out the Think DMs article on the Lucky feat.

The Lucky Feat Useability by Class

The Lucky feat is incredible for any class, albeit sometimes for different reasons.

Artificer: The Lucky feat comes in handy not only when making attack rolls but when making checks to determine if their latest creation works or is a pile of useless crap.

Barbarian: Hit more things more often. It's great for players but bad for the GM's precious monsters.

Bard: Bards usually make all sorts of checks, whether it involves a spell they cast, an attack they make, or an ability check on any of the things the party tells them to do because of their Jack of All Trades trait.

Cleric: Hitting things and a better chance to make those Concentration checks.

Druid: Hitting things and a better chance to make those Concentration checks.

Fighter: So many attacks, so many chances to make up for a bad die roll.

Monk: So many attacks, so many chances to make up for a bad die roll.

Paladin: Really, really good, given that a missed attack is a missed opportunity to Smite.

Ranger: Hitting things and a better chance to make those Concentration checks.

Rogue: Great for attack rolls…and on checks to unlock doors, disarm traps, dodge, sneak, and so on. It's an outstanding feat for the rogue.

Sorcerer: Spell attacks and Concentration Checks. Arguably better on spellcasters than melee heroes.

Warlock: Spell attacks and Concentration Checks. Arguably better on spellcasters than melee heroes.

Wizard: Spell attacks and Concentration Checks. Arguably better on spellcasters than melee heroes.

Conclusion

What else is there to say? If the GM has yet to ban the Lucky feat at your table, it should always be considered. In fact, you should not waste your time considering it; just go ahead and take the Lucky feat.

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Art Credit - WotC

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