Lucky
| Name | Lucky |
|---|---|
| Prerequisite | None |
You have inexplicable luck that seems to kick in at just the right moment.
Benefits
- Luck Points: 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.
- Enemy Disadvantage: 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.
- Recharge: You regain your expended luck points when you finish a long rest.
Analysis
Lucky is widely considered one of the strongest feats in the game. It provides three opportunities per day to potentially turn failure into success or avoid disaster. The ability to use it after seeing the roll but before knowing the outcome is extremely powerful. It's valuable for every character in every situation.
Best For
- Everyone: Literally any character benefits from Lucky
- Spellcasters: Protect concentration or land crucial save-or-suck spells
- Tanks: Turn hits into misses at critical moments
- Skill Monkeys: Succeed on important ability checks