*We're stealing this from Tales of the Valiant by Kobold Press. :)*
Every PC has a special resource called Luck. You use Luck to influence the result of any check.
## Gaining Luck
When you create your character, start with 0 Luck. You gain Luck in the following ways:
- Once per turn, when you fail to hit with an attack roll or fail a save, gain 1 Luck. ***==This is big!==***
- The GM can award 1 Luck as a reward for a clever idea, excellent roleplaying, or pursuing an interesting—rather than optimal—choice.
- The GM can award any amount of Luck to one or more PCs for surviving difficult encounters or achieving story goals (in addition to XP or other rewards).
## Losing Luck
You can have a maximum of 5 Luck at one time. If you already have 5 Luck and gain more, you must immediately roll a d4 and reset your Luck total to the number rolled.
## Spending Luck
- You spend Luck to add a 1-for-1 bonus to any check you make. For example, if you have 4 Luck, and roll a 13 on the die, you can spend 2 Luck to make your result a 15 (leaving you with 2 Luck for later).
- Immediately after you make a check (attack, ability check, or save), you can spend 3 Luck to reroll a d20 used for the check.
Luck can’t stop a critical miss on a 1 or create a critical hit by adding up to 20. Note that Luck gained from a failed attack or save can’t be used to enhance the same roll that generated the Luck—you only accrue Luck after you officially fail the roll!
## House Rules
- Any Source of Inspiration from your Destiny will earn you 2 Luck, and any Inspiration Feature from it will cost 3.
- Luck can be shared between players, just like inspiration can.
- Immediately after seeing the results of a damage roll, you can spend 3 Luck to take the minimum of incoming damage, or do max amount of outgoing damage. For a critical hit (in either direction), this requires 5 Luck, but if you're short don't hesitate to ask your companions for a little push!