Lucky 5e (Updated for the 2024 Rules)
Discover the power of the Lucky feat in D&D 5e and learn how it can tip the scales in your favor during gameplay.

Deborah Garcia - Wizards of the Coast - Flick a Coin
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What Is the Lucky Feat in 5e?
The Lucky feat is a powerful Origin feat for any character in D&D 5e. It’s like having a pocket full of fate that you can use to tip the scales in your favor when you need it most. This feat gives you access to Luck Points, which you can spend to gain Advantage on a D20 Test, or to influence an enemy’s attack roll against you. It’s like having a few extra chances to succeed when the odds are against you.
Changes in the 2024 Player’s Handbook
In the new rules, you get a number of Luck Points equal to your Proficiency Bonus, which means you’ll start off with two at level 1 and have 6 at level 17. While you’ll have more Luck Points than the previous iteration of this feat, the timing of when you can use them has changed.
Now, you have to announce your intent to grant yourself Advantage—or an enemy Disadvantage—before rolling the d20 is rolled.
How Does Lucky Work?
- Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.
- Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.
- Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
How to Get the Lucky Feat
You can pick up the Lucky feat when you choose the Merchant or Wayfarer background at character creation or any other time you’re allowed to choose a feat (like at character level 4).
Is Lucky Good?
We gave Lucky an S Tier rating In our 5e Feats Tier List, making it among the most potent feats in D&D 5e.
Gaining automatic Advantage on multiple attack rolls, ability checks, or saving throws per day day is still incredible. This ability on its own makes this an S Tier feat, but being able to affect attack rolls against you is also beneficial. This can make an enemy’s crit turn into a miss or protect you when you’re low on Hit Points.
This feat has changed very little from the 2014 Player’s Handbook and has gotten even stronger for mid to high-level characters. Luck Points now scale with Proficiency Bonus, so once you hit level 5, you’ll have 3 (the same number as the previous version), and as you level up and increase your PB, you’ll get even more Luck Points.
Every class can find value in this feat, but it’s particularly useful for classes that rely on attack rolls in combat. Barbarians, Fighters, Monks, Paladins, Rangers, and Rogues will benefit immensely from the ability to reroll their attacks or potentially cause an enemy to miss.
Since Luck Points refresh with a Long Rest, it’s a reliable way to keep the dice on your side.
Lucky 5e Interactions
If you’re looking to see how effective spending a Luck Point will be on your roll, check out our D&D Dice Calculator:
Which 5e Classes Make the Most of Lucky?
The color code below has been implemented to help you identify, at a glance, how good the Lucky 5e feat is for a specific class/subclass.
- Red: Weak, unlikely to contribute to your build
- Orange: Situationally good, but below average
- Green: A solid choice
- Blue: A great option worth considering
- Sky Blue: One of the best choices for optimization
The beauty of the Lucky feat is that it’s beneficial for any class. However, classes that make a lot of attack rolls, ability checks, or saving throws can get the most mileage out of it. This makes it a shoe-in for most martial classes.
Spellcasters, on the other hand, tend to force enemies to make saving throws, rather than rolling attack rolls. That said, they can still make use of Lucky for more defensive purposes, as well as skill checks. If your caster favors wading into combat, like Heavy armor clerics, or blasting enemies with attack-roll-based cantrips, like Warlocks, this feat will also be useful offensively.
Artificer: Artificers usually make a decent amount of attacks between the cantrips, ranged weapons, and melee weapon builds. Also, if you'll be crafting or picking locks for your party, Lucky provides even more usage. Plus, when combined with Tool Expertise and Flash of Genius, you'll be hard pressed to ever fail an ability check or saving throw.
Barbarian: Lucky is a feat that is useful to any character but barbarians can make especially good use of it because of all the attack rolls they'll be making.
Bard: Because of Jack of All Trades, Bardic Inspiration, and Expertis, bards are usually relied on to be a skill monkey. Lucky helps ensure you don’t mess up when you need to succeed for your party.
Cleric: Lucky is a feat that is useful to any character, but is less good for spellcasters. Clerics will find it useful when combined with spiritual weapon which requires melee spell attacks.
Druid: Lucky is a feat that is useful to any character, but is less good for spellcasters.
Fighter: Just a straight-up, damn good feat that's made even better by the Fighter's ability to make tons of attacks.
Monk: Lucky is a feat that is useful to any character but martials can make especially good use of it. Monks won't need to spend their Luck Points on saving throws as often because of Evasion and Diamond Soul. This means you'll have more to spend making sure your attacks land.
Paladin: Just a straight-up, damn good feat that's made even better by the Paladin's ability to output a ton of damage when they hit. This is especially beneficial because it can result in more crits, which nets more opportunities for supercharged smites.
Ranger: Lucky is a feat that is useful to any character but martials can make especially good use of it. Rangers are also usually relied on for sneaking, perceiving, and foraging for their party, all of which Lucky can help with.
Rogue: The Lucky feat is especially good for a Rogue. Because rogues are proficient in so many skills, this feat is an extra insurance policy to not fail important ability checks and saving throws. Also helps land attacks seeing as you don't get any extra attacks and need to hit to use Sneak Attack.
Sorcerer: Lucky is a feat that is useful to any character, but is less good for spellcasters.
Warlock: While Lucky is usually less good for casters, warlocks will be making plenty of attack rolls with eldritch blast. This can ensure you land your hits and net more crits.
Wizard: Lucky is a feat that is useful to any character but is slightly less powerful on spellcasters because they won't be making as many attack rolls. It is certainly a good resource to have for defensive purposes though.
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