Feats: Difference between revisions
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Chronofreak (talk | contribs) (Incorporated some templates for consistent formatting, and other minor corrections.) |
Chronofreak (talk | contribs) (Used {{action|Reaction}} in various places.) |
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| feature2 = Mage Slayer: Attack Caster | | feature2 = Mage Slayer: Attack Caster | ||
| description2 = | | description2 = | ||
* You can use a | * You can use a {{action|Reaction}} to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you. | ||
| feature3 = Mage Slayer: Break Concentration | | feature3 = Mage Slayer: Break Concentration | ||
| description3 = | | description3 = | ||
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| feature1 = Sentinel: Vengeance | | feature1 = Sentinel: Vengeance | ||
| description1 = | | description1 = | ||
* When an enemy in melee range attacks an ally, you can use a | * When an enemy in melee range attacks an ally, you can use a {{action|Reaction}} to make a weapon attack against that enemy. Target ally must not have the Sentinel feat. | ||
| feature2 = Sentinel: Snare | | feature2 = Sentinel: Snare | ||
| description2 = | | description2 = | ||
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| feature2 = Shield Master: Block | | feature2 = Shield Master: Block | ||
| description2 = | | description2 = | ||
* If a [[Spells|Spell]] forces you to make a {{Saving Throw|Dexterity}}, you can use your | * If a [[Spells|Spell]] forces you to make a {{Saving Throw|Dexterity}}, you can use your {{action|Reaction}} to shield yourself and diminish the effect's damage.: | ||
** On a failed save, you only take half damage. | ** On a failed save, you only take half damage. | ||
** On a successful save, you don't take any damage, even if you normally would. | ** On a successful save, you don't take any damage, even if you normally would. | ||
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| feature2 = War Caster: Opportunity Spell | | feature2 = War Caster: Opportunity Spell | ||
| description2 = | | description2 = | ||
* You can also use a | * You can also use a {{action|Reaction}} to cast {{SAI|Shocking Grasp}} at a target moving out of melee range. | ||
* Note: this feat does not grant the cantrip [[Shocking Grasp]]. Unless you know it from another source, you can {{em|only}} cast it as an [[Attack of Opportunity]]. | * Note: this feat does not grant the cantrip [[Shocking Grasp]]. Unless you know it from another source, you can {{em|only}} cast it as an [[Attack of Opportunity]]. | ||
| feature3 = | | feature3 = |
Revision as of 17:50, 11 January 2024
Feats are features that grant a character unique improvements. All classes select one feat at levels 4, 8 and 12 each, with fighters and rogues selecting an additional feat at levels 6 and 10, respectively.
See D&D 5e feat changes for an overview of difference between feats in 5e D&D and Baldur's Gate 3.
List of all feats
Name | Description |
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Ability Improvement |
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Actor | |
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Alert | |
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Athlete | |
Charger | |
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Notes | |
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Crossbow Expert | |
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Defensive Duellist | |
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Dual Wielder | |
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Notes | |
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Dungeon Delver | |
| |
| |
Notes | |
| |
Durable | |
| |
Elemental Adept |
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Great Weapon Master | |
| |
| |
Notes | |
| |
Heavily Armoured | |
| |
Notes | |
| |
Heavy Armour Master | |
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Notes | |
| |
Lightly Armoured | |
| |
Lucky | |
| |
Mage Slayer | |
| |
| |
| |
Magic Initiate: Bard | |
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Magic Initiate: Cleric | |
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Magic Initiate: Druid | |
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Magic Initiate: Sorcerer | |
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Magic Initiate: Warlock | |
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Magic Initiate: Wizard | |
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Martial Adept | |
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Medium Armour Master | |
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Notes | |
| |
Mobile |
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| |
| |
Moderately Armoured | |
Requires Light armour Proficiency
| |
Performer |
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Polearm Master | |
| |
| |
Notes | |
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Resilient | |
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Notes | |
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Ritual Caster | |
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Notes | |
| |
Savage Attacker | |
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Sentinel | |
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| |
| |
Sharpshooter | |
| |
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Shield Master | |
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| |
Skilled | |
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Spell Sniper | |
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Notes | |
| |
Tavern Brawler | |
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Notes | |
| |
Tough | |
| |
War Caster | |
| |
| |
Weapon Master | |
|
Footnotes
- ↑ Ability Improvement is not strictly speaking a feat, but it is listed and chosen as any other feat.
- ↑ 2.0 2.1 It's not stated in-game but Polearm Mastery works with Pikes too. Polearm Master is coded to work with any weapon that is tagged as a SPEAR or STAVE (quarterstaffs), and weapons with Extra Reach (Glaives, Halberds, and Pikes)