If you are new to Dungeons & Dragons Fifth Edition, you may have heard that Lucky is too strong.

You may have played or watched games where the Dungeon Master forbids it.

Or maybe you’re sick of seeing strong players always pick it.

Yes, the Lucky ability is really good.

Lucky seems to make some of D&D’s challenges easy, like making it easier to check your abilities and making it more likely that you’ll get a critical hit.

But really, is it that strong?

Let me say why Lucky is a good choice.

I don’t think it is too strong.

And there is a place for it at the table.

By the end of this, you’ll understand why Lucky in 5e is not too strong.

And maybe, just maybe, you’ll be able to persuade your table to agree with you.

Here’s a quick guide to the Lucky feat if you’re new to D&D 5e.

If you have any questions about how it works, here are the answers.

Alright. Let’s get to it.

It’s a resource, and resources are meant to be used up.

The Lucky feat, like everything else in 5e, can only be used a certain number of times per day.

On page 167 of the Player’s Handbook, it says:

“You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20.”

After a good night’s sleep, your luck comes back to you (as in, a long rest).

Ignoring that because it’s too meta for me, it means that your player character can only be so lucky.

Let’s make a comparison.

Legendary Resistance is a trait that some high-level monsters have.

They get three of these (hear anything familiar here?).

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And if they fail a saving throw, they can say “no” and choose to succeed instead.

The most common thing these enemies do is try to make as many saves as possible.

Getting through them as quickly as possible so that the party can use their Legendary Resistances.

The same thing goes for the Lucky Feat.

Players don’t like getting hit or getting sick of any kind, and yes, I’m calling you out.

Now, those who are more skilled or brave might be able to take a few hits.

But most people, including myself, don’t want bad things to happen to their sweet, lovely character.

And the answer?

5e’s Lucky feat.

The number of encounters that happen at a table every day is a big problem for many DMs and players.

Most tables have numbers between 1 and 3.

But Wizards of the Coast says that each adventuring day should have 6–8 encounters.

Now, you might think that’s a lot.

But here’s a thing, encounters don’t have to be big, and your day of adventuring could take more than one game session.

A character can use a luck point whenever they need to make a roll.

If you are a Dungeon Master, this means that one way to help your players is to give them more encounters.

Now, I’m not saying to put them in a fight after fight or keep putting up hard obstacles in their way.

But what I’m saying is that they are more likely to use their resources if they have more small encounters.

Put a 10-foot pit in their way, make that rope bridge sound a little shakier, and use the environment to remind them to stay aware of what’s going on around them.

All of these are small ways to get players to use their Lucky ability instead of keeping it for themselves.

Even better is when you don’t know if you need to use the Lucky feat or not.

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Mistakes Happen (Translation, Luck Can Be Wasted)

I’m going to start tearing down the house that luck built next.

Did you even need it?

People may never find out.

One of the most important parts of the Lucky feat is that you have to choose whether or not to use it before you can find out what will happen.

Let’s look at the PHB again:

“You can use this ability after the original roll, but before the outcome is revealed.”

You can’t roll, see that it’s bad, and then use your Lucky ability.

Because it’s wrong to do that.

And if you cheat, you get kicked out of the game.

Look, it works.

Let’s say your Lucky character, who we’ll call Lucky Twolegs, is standing on the edge of a canyon.

The group of giants who took Prince McStuffy is on the other side.

A 200-foot rope bridge is the only way to get across.

A bit of wind is blowing, and soft raindrops are falling from the grey sky.

The bridge ahead moves in the wind.

You can hear the wood moving, and you can see water collecting on the planks.

Your character steps out onto the bridge, knowing that Prince McStuffy is on the other side (and, more importantly, your payment for keeping him safe).

But, alas, an unexpected thing happened!

When the wind picks up, Lucky has to make a Dexterity saving throw to keep from falling hundreds of feet.

So Lucky throws the dice and gets a 16.

Your DM looks at you and says, “Are you going to use Lucky?”

Are you going to take a chance on that being enough?

Will you spend a lucky point?

I would for sure.

The player of Lucky has no idea that the Difficulty Class isn’t that hard.

Only 15 were chosen.

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But their player is worried that something bad might happen.

So, using a luck point gives PCs that extra safety net that makes them feel safe and secure.

The point is that players are more likely to use their resources when they are in a tough spot.

Whether or not they know how likely they are to succeed.

This brings me to my last point; sometimes you just don’t have any luck.

It’s not always right (have you ever rolled two 1s?)

Do you know how likely it is to get the same number when you roll two 20-sided dice?

1 in 400, or 0.25 per cent, if that’s what you’re into.

So, unlikely.

But I’ve seen it happen.

Once upon a time, my last total party kill started when our tabaxi monk rolled two 1s with Advantage.

It is true, and it is scary.

I’m saying that, even though rolling two 20-sided dice gives you an average result of +5, it’s not perfect.

Even if you don’t roll the same number on both dice, you can still roll less than 10.

The +5 doesn’t mean much at that point.

The point is that having the Lucky feat doesn’t mean that you or your players will always roll well with it.

That’s all I know about the 5e feat. “Lucky.”

  1. It’s just another way to use up luck points, which can be thrown away on easy tasks.
  2. Even if you roll 2d20, it’s not a given that you’ll succeed.

One last thing I want to say is that it passed playtesting. Wizards of the Coast checked this out before putting out the edition.

So, that must have something to do with it.

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