Luck (5e Variant Rule)
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Test you luck!
Sometimes you have to rely on luck in the critical moment. You pray for a good roll, but it never happens? Now you can test your luck! You can make luck an exciting mechanic for your D&D campaign.
You roll 4d6 and subtract the lowest. You can have total maximum of 16. That's your luck points. If you want to test your luck you need to roll a d20. If the number you rolled is lower than your luck, you succeed, but if it's higher you fail. When you use your luck you automatically subtract one point of your total luck points. You can use it after you roll but before you know the result.
If you succeed, it turns: - hit to critical hit - miss to hit - success saving throw to critical success - failed saving throw to success - success skill check to critical success - failed skill check to success
If you fail, it turns: - miss to critical fail - hit to miss - success saving throw to fail - failed saving throw to critical fail - success skill check to fail - failed skill check to critical fail
It doesn't affect: - Natural 20 - Natural 1 - Death saving throws - Hit dice rolls - Table rolls
How to gain luck points? It depends on the DM.
"-I wish you luck kind stranger." You can reward you players for good deeds. You solve the orc problem of a settlement? You cure the sick daughter of a farmer? These good deeds have little to no effect in your campaign, but with luck it can help you reach your ultimate goal.
"Master yourself, master the enemy." If your players building their characters personality, they have cool moments, or good roleplay, you can reward your players with luck points.
Lucky charms. Your players can collect lucky charms to gain luck points. (Four-Leaf Clover, Lucky Horseshoe Charms etc...)
Be careful! If you overdo it you can make your campaign too easy.