Lucky Feat 5e: How Luck Points Work in 2024 and 2014

In the 2024 rules, Lucky gives you Luck Points equal to your proficiency bonus (2 at level 1, 6 at level 17). Spend one for advantage on an attack roll, ability check or save, or to give an attack against you disadvantage. Points return on a long rest. The 2014 version gave a flat 3 points and an extra d20.

Try it: Roll a d20 →

How does the Lucky feat work in 2024?

Lucky gives you a small pool of Luck Points. The pool equals your proficiency bonus and refills when you finish a long rest. You can spend a point in two ways:

  • Help yourself: when you roll a d20 for a D20 Test (an attack roll, ability check or saving throw), spend 1 point to give yourself advantage on it.
  • Hurt an attacker: when a creature rolls a d20 to attack you, spend 1 point to impose disadvantage on that attack.

It is an Origin feat, so you can start with it at level 1 through the Merchant or Wayfarer background, or as the bonus feat from the human Versatile trait. It has no prerequisite.

How many Luck Points do you get?

Because the pool tracks your proficiency bonus, the 2024 version grows with you. The 2014 version never changed.

Character levelProficiency bonusLuck Points (2024)Luck Points (2014)
1–4+223
5–8+333
9–12+443
13–16+553
17–20+663

So the 2024 feat is slightly weaker at levels 1 to 4 and stronger from level 9 on. More on how proficiency scales in proficiency bonus in 5e.

How much does a Luck Point actually help?

Advantage helps most when you need a middling roll. If you need an 11 or higher on the d20, your odds go from 50% to 75%. On rolls you'd almost always make or almost never make, the gain is small.

Number needed on the d20Normal rollWith Lucky (advantage)Gain
5+80%96%+16 points
8+65%87.75%+22.75 points
11+50%75%+25 points
15+30%51%+21 points
18+15%27.75%+12.75 points
20 only5%9.75%+4.75 points

The defensive use mirrors this. If a hill giant needs a 9 or higher to hit you, disadvantage drops its chance from 60% to 36%. Against an attack that would deal 3d8+5 (18 average), that's a real chunk of HP saved. The full math on stacked dice is in advantage and disadvantage in 5e.

When should you spend Luck Points?

The trap with Lucky is hoarding. Players save points for "the big moment," then take a long rest with all of them unspent. Points come back every long rest, so plan to burn them. My priorities, from a DM who has watched this feat decide a lot of fights:

  1. Saving throws against disabling effects: Hold Person, a dragon's Frightful Presence, a banshee's wail. A failed save here can lose the fight; a failed attack roll just loses a turn.
  2. Death saving throws: they are d20 Tests, so a Luck Point gives advantage on one. See death saving throws.
  3. Concentration saves: keeping Bless or Spirit Guardians up is worth more than one extra hit.
  4. The attack that would drop you or a friend: impose disadvantage on the boss's big hit.
  5. Fishing for crits: a paladin or rogue can spend a point on an attack to double the chance of a natural 20, from 5% to 9.75%.

Does Lucky stack with advantage or cancel disadvantage?

This is where the editions split the most.

  • 2024: Lucky simply grants advantage. If you already have advantage, it adds nothing. If you have disadvantage, the two cancel and you roll one d20 normally. Not great, but it still turns a 25% shot into a 50% shot on an 11+.
  • 2014: Lucky lets you roll one extra d20 and choose which die to use. With disadvantage, that meant rolling three dice and picking any of them. Needing an 11, that's an 87.5% chance, better than plain advantage. This was the most famous Lucky interaction, and it is gone in 2024.

Timing is the other difference. The 2014 text clearly let you decide after seeing the first roll. The 2024 text says you spend the point when you roll, without saying before or after you see the result. Some tables read it as "decide before rolling," which makes the feat weaker. Settle it with your DM in session zero.

Is Lucky worth it?

Yes, on almost anyone. It works on every kind of d20 roll, needs no particular ability score, and scales with level in 2024. Compared with the other Origin feats, it is the most universally useful; Alert is better if your party struggles to act first, and Tough is better for a fragile caster who keeps getting focused.

Best for

  • Wayfarer rogue: Dexterity bump, Stealth and Lucky in one background.
  • Merchant sorcerer: Constitution and Charisma, plus Luck Points to protect concentration.
  • Any frontliner who keeps failing Wisdom saves: Lucky turns a bad save into a coin flip you usually win.

FAQ

How many Luck Points do you get with Lucky?

In the 2024 rules you get Luck Points equal to your proficiency bonus: 2 at levels 1 to 4, rising to 6 at level 17. In the 2014 rules you always have 3. Both versions recover all points on a long rest.

Can you use Lucky after you roll?

In the 2014 rules, yes: you roll the extra die after seeing the first roll but before the DM says whether it succeeds. The 2024 wording says you spend a point when you roll a d20, without spelling out the timing, so ask your DM whether you may decide after seeing the die.

Does Lucky cancel disadvantage?

In the 2024 rules Lucky grants advantage, so if you already have disadvantage the two cancel and you roll one die. In the 2014 rules Lucky adds a third d20 and you pick any of the three, which is much stronger against disadvantage.

Which background gives the Lucky feat?

In the 2024 Player's Handbook, the Merchant and Wayfarer backgrounds grant Lucky as their Origin feat. A human can also choose it through the Versatile trait.

Related

Wizards of the Coast LLC is the trademark holder for Dungeons & Dragons, Wizards of the Coast, and their respective logos worldwide.

Wizards of the Coast LLC does not support, endorse, approve, or have any affiliation with DnD Dice Roller. According to the Wizards of the Coast LLC's Fan Site Policy, DnD Dice Roller may use its trademarks and other intellectual property. Please visit Wizards of the Coast's website at www.wizards.com if you want additional information about the company, its trademarks, or other intellectual property.

Contains content from the System Reference Document 5.1 and 5.2 by Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 International License.