Ad placeholder

Feats: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
No edit summary
Tags: Mobile edit Mobile web edit
(39 intermediate revisions by 13 users not shown)
Line 3: Line 3:
| image = Passive Feature Generic Icon.png
| image = Passive Feature Generic Icon.png
}}
}}
'''Feats''' are features that grant a character unique improvements. All classes select one feat at levels 4, 8 and 12 each, with [[fighter|fighters]] and [[rogue|rogues]] selecting an additional feat at levels 6 and 10, respectively.
'''Feats''' are features that grant a character unique improvements. All classes select one feat at levels 4, 8 and 12 each. [[Fighter|Fighters]] select an additional feat at level 6; [[Rogue|rogues]] select an additional feat at level 10.


See  [[D&D 5e feat changes]] for an overview of difference between feats in ''5e D&D'' and ''Baldur's Gate 3''.
See  [[D&D 5e feat changes]] for an overview of difference between feats in ''5e D&D'' and ''Baldur's Gate 3''.
Line 11: Line 11:
{{table feat
{{table feat
| name = Ability Improvement
| name = Ability Improvement
| description = Increase one [[ability score]] by 2, or two ability scores by 1, up to a maximum of 20.{{note|Ability Improvement is not strictly speaking a feat, but it is listed and chosen as any other feat.}}
| description =  
* Increase one [[ability score]] by 2, or two ability scores by 1, up to a maximum of 20.{{note|Ability Improvement is not strictly speaking a feat, but it is listed and chosen as any other feat.}}
}}
}}
{{table feat
{{table feat
Line 17: Line 18:
| feature1 = Actor
| feature1 = Actor
| description1 =  
| description1 =  
* Your [[Charisma]] increases by 1, to a maximum of 20, and you gain [[Proficiency#Expertise|expertise]] in [[Deception]] and [[Performance]].
* Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20.
| rows = 2
* You gain [[Proficiency#Expertise|expertise]] in [[Deception]] and [[Performance]].
| notes =
* Despite not being mentioned in the tooltip, the character also gains proficiency in these 2 skills if they didn't have those proficiencies yet
| rows = 4
}}
}}
{{table feat
{{table feat
Line 24: Line 28:
| feature1 = Alert
| feature1 = Alert
| description1 =
| description1 =
* You gain a +5 bonus to [[initiative]] and can't be {{cond|Surprised}}
* You gain a +5 bonus to [[initiative]] and can't be {{cond|Surprised}}.
| rows = 2
| rows = 2
}}  
}}  
Line 31: Line 35:
| feature1 = Athlete: Standing Up
| feature1 = Athlete: Standing Up
| description1 =
| description1 =
* Your [[Strength]] or [[Dexterity]] score increases by 1, to a maximum of 20.
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* When you are {{Cond|Prone}}, standing up uses significantly less movement.
* When you are {{Cond|Prone}}, standing up uses significantly less movement.
* Your {{SAI|Jump}} distance also increases by 50%.
* Your {{SAI|Jump}} distance also increases by 50%.
Line 42: Line 46:
| description1 =
| description1 =
* Charge forward and slam your weapon into the first enemy in your way without provoking [[Opportunity Attack]]s.
* Charge forward and slam your weapon into the first enemy in your way without provoking [[Opportunity Attack]]s.
* Use both an action and bonus action, move up to 9m, and make a melee attack with +5 damage.
| feature2 = Charger: Shove
| feature2 = Charger: Shove
| description2 =
| description2 =
Line 50: Line 53:
| description3 =
| description3 =
| notes =  
| notes =  
* Charger: Weapon Attack counts as a single weapon attack, and benefits from [[Extra Attack]].
* Charger: Weapon attack uses {{Action|both}}, moves up to 9 m / 30 ft, and makes a melee attack with +5 damage.
* As a Shove, Charger:Shove does not count as an actual attack.
** This counts as a single weapon attack, and benefits from [[Extra Attack]].
* As a Shove, Charger: Shove does not count as an actual attack.
| rows = 6
| rows = 6
}}
}}
Line 58: Line 62:
| description =  
| description =  
| feature1 =Crossbow Expert: Point-Blank
| feature1 =Crossbow Expert: Point-Blank
| description1 = {{unbulleted list|
| description1 =  
* When you make crossbow attacks within melee range, the {{Attack Roll}}s do not have {{Disadvantage}}.}}
* When you make crossbow attacks within melee range, the attack rolls do not have {{Disadvantage}}.
| feature2 = Crossbow Expert: Wounding
| feature2 = Crossbow Expert: Wounding
| description2 = {{unbulleted list|
| description2 =  
* Your {{SAI|Piercing Shot}} also inflicts {{Cond|Gaping Wounds}} for twice as long.}}
* Your {{SAI|Piercing Shot}} also inflicts {{Cond|Gaping Wounds}} for twice as long.
| feature3 =
| feature3 =
| description3 =
| description3 =
Line 69: Line 73:
}}  
}}  
{{table feat
{{table feat
| name = Defensive Duelist
| name = Defensive Duellist
| description =  
| description =  
| feature1 = Defensive Duellist
| feature1 = Defensive Duellist
| description1 =  
| description1 =  
* When you are attacked with a melee attack while wielding a [[Finesse|Finesse Weapon]] you are [[Proficiency|Proficient]] in, you can use a [[Reaction]] to increase your {{ArmourClass}} by your [[Proficiency Bonus]], possibly causing the attack to miss.
* When you are attacked with a melee attack while wielding a [[Finesse|Finesse weapon]] you are [[Proficiency|proficient]] in, you can use a {{action|Reaction}} to increase your {{Armour Class}} by your proficiency bonus, possibly causing the attack to miss. Requires {{Ability|Dexterity}} to be higher than 13.
| feature2 =
| feature2 =
| description2 =
| description2 =
Line 86: Line 90:
| feature1 = Dual Wielder
| feature1 = Dual Wielder
| description1 =
| description1 =
* You can use Two-Weapon Fighting even if your weapons aren't [[light (weapon property)|Light]] You cannot dual-wield [[Heavy (weapon property)|Heavy]] weapons.
* You can use Two-Weapon Fighting even if your weapons aren't [[light (weapon property)|Light]].
* You cannot dual-wield [[Heavy (weapon property)|Heavy]] weapons.
| feature2 = Dual Wielder: Bonus Armour Class
| feature2 = Dual Wielder: Bonus Armour Class
| description2 =  
| description2 =  
* You have a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand.
* You have a +1 bonus to {{Armour Class}} while wielding a melee weapon in each hand.
| feature3 =
| feature3 =
| description3 =
| description3 =
Line 97: Line 102:
}}  
}}  
{{table feat
{{table feat
| name = Dungeons Delver
| name = Dungeon Delver
| description =  
| description =  
| feature1 = Dungeon Delver: Perception
| feature1 = Dungeon Delver: Perception
| description1 =
| description1 =
* You gain {{Advantage}} on [[Perception]] checks made to detect hidden objects and on {{SavingThrow}}s made to avoid or resist traps.
* You gain {{Advantage}} on [[Perception]] checks made to detect hidden objects and on {{Saving Throw}}s made to avoid or resist traps.
| feature2 = Dungeon Delver: Resist Traps
| feature2 = Dungeon Delver: Resist Traps
| description2 =
| description2 =
* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to the damage dealt by traps.
* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|resistance]] to the damage dealt by traps.
| feature3 =
| feature3 =
| description3 =
| description3 =
| notes =
| notes =
* This feat is actually completely non-functional. It does nothing, for the same reasons the Barbarian's [[Danger Sense]] is also largely broken, and the functions for the features described does not exist.
| rows = 4
| rows = 6
}}  
}}  
{{table feat
{{table feat
Line 116: Line 120:
| feature1 = Durable
| feature1 = Durable
| description1 =
| description1 =
* {{Ability|Constitution}} increases by 1, to a maximum of 20.
* Your {{Ability|Constitution}} ability score increases by 1, to a maximum of 20.
* Regain full [[Hit Points]] every time you take a [[Short Rest]].
* Regain full [[hit points]] every time you take a [[short rest]].
| feature2 =
| feature2 =
| description2 =
| description2 =
Line 128: Line 132:
| name = Elemental Adept  
| name = Elemental Adept  
| description =  
| description =  
* Spells you cast ignore [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to a damage type of your choice. In addition, when you deal that type of damage with a [[Spells|Spell]], you cannot roll a 1.
* Spells you cast ignore [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|resistance]] to a damage type of your choice. In addition, when you deal that type of damage with a [[Spells|spell]], you cannot roll a 1.
* Damage resistance options are one of the following:
* Damage resistance options are one of the following:
** {{SAI|Elemental Adept: Acid}}
** {{SAI|Elemental Adept: Acid}}
Line 141: Line 145:
| feature3 =
| feature3 =
| description3 =
| description3 =
| notes =
| notes =* "You cannot roll a 1" means that any 1 rolled is treated as a 2.
| rows = 1
| rows = 3
}}  
}}  
{{table feat
{{table feat
Line 148: Line 152:
| description =  
| description =  
| feature1 = Great Weapon Master: Bonus Attack
| feature1 = Great Weapon Master: Bonus Attack
| description1 = * When an attack with a melee weapon lands a [[Critical Hit]] or kills a creature, you can make another melee weapon attack as a [[Bonus Action]] that turn.
| description1 = * When an attack with a melee weapon lands a [[Critical Hit]] or kills a creature, you can make another melee weapon attack as a {{Action|Bonus}} that turn.
| feature2 = Great Weapon Master: All In
| feature2 = Great Weapon Master: All In
| description2 =
| description2 =
Line 163: Line 167:
| feature1 = Heavily Armoured
| feature1 = Heavily Armoured
| description1 =
| description1 =
* Increase your {{Ability|Strength}} by 1, to a maximum of 20.
* Your {{Ability|Strength}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{HeavyArmour}}.
* Gain [[Proficiency]] with {{HeavyArmour}}.
| feature2 =
| feature2 =
Line 170: Line 174:
| description3 =
| description3 =
| notes =
| notes =
* Requires {{MediumArmour}} [[Proficiency]]
* Requires {{MediumArmour}} [[Proficiency]].
| rows = 4
| rows = 4
}}  
}}  
Line 178: Line 182:
| feature1 = Heavy Armour Master
| feature1 = Heavy Armour Master
| description1 =
| description1 =
* Increase your {{Ability|Strength}} by 1, to a maximum of 20.
* Your {{Ability|Strength}} ability score increases by 1, to a maximum of 20.
* Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
* Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
| feature2 =
| feature2 =
Line 185: Line 189:
| description3 =
| description3 =
| notes =
| notes =
* Requires {{HeavyArmour}} [[Proficiency]]
* Requires {{HeavyArmour}} [[Proficiency]].
| rows = 4
| rows = 4
}}  
}}  
Line 193: Line 197:
| feature1 = Lightly Armoured
| feature1 = Lightly Armoured
| description1 =
| description1 =
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{LightArmour}}.
* Gain [[Proficiency]] with {{LightArmour}}.
| feature2 =
| feature2 =
Line 207: Line 211:
| feature1 = Lucky
| feature1 = Lucky
| description1 =
| description1 =
* You gain 3 Luck Points that recharge after a [[Long Rest]], which you can use to gain {{Advantage}} on {{Attack Roll}}s, [[Ability Check]]s, or {{SavingThrow}}s, or to make an enemy reroll their {{Attack Roll}}.
* You gain 3 Luck Points that recharge after a [[Long Rest]], which you can use to gain {{Advantage}} on {{Attack Roll}}s, {{Ability Check}}s, or {{SavingThrow}}s, or to make an enemy reroll their {{Attack Roll}}.
| feature2 =
| feature2 =
| description2 =
| description2 =
Line 223: Line 227:
| feature2 = Mage Slayer: Attack Caster
| feature2 = Mage Slayer: Attack Caster
| description2 =
| description2 =
* You can use a [[Reaction]] to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.
* 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 =
Line 249: Line 253:
| description1 =
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Cleric/Spells|Cleric spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}.
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Cleric/Spells|Cleric spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}.
* Bug: when you wear medium armour, the bonus to {{Armour Class}} you can gain from your {{Ability|Dexterity}} modifier also becomes +3 instead of +2.
| feature2 =
| feature2 =
| description2 =
| description2 =
| feature3 =
| feature3 =
| description3 =
| description3 =
| notes =
| notes =  
| rows = 2
* The AC bonus increase is not listed in-game, and can also be gained by taking the [[Medium Armour Master]] feat.
| rows = 4
}}  
}}  
{{table feat
{{table feat
Line 332: Line 339:
| description3 =
| description3 =
| notes =
| notes =
* Requires {{MediumArmour}} [[Proficiency]]
* Requires {{MediumArmour}} [[Proficiency]].
| rows = 4
| rows = 4
}}  
}}  
Line 339: Line 346:
| description =  
| description =  
* Your [[Movement Speed]] increases by {{Distance|m=3|ft=10}}.
* Your [[Movement Speed]] increases by {{Distance|m=3|ft=10}}.
| feature1 =
| feature1 = Mobile: Evade Difficult Terrain
| description1 =
| description1 = * When you use the {{SAI|Dash}} action, [[Difficult Terrain]] doesn't slow you down.
| feature2 = Mobile: Evade Difficult Terrain
| feature2 = Mobile: Evade Opportunity Attack
| description2 = * When you use the [[Dash]] action, [[Difficult Terrain]] doesn't slow you down.
| description2 = * If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target.
| feature3 = Mobile: Evade Opportunity Attack
| description3 = * If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target.
| notes =
| notes =
| rows = 5
| rows = 5
Line 353: Line 358:
| feature1 = Moderately Armoured
| feature1 = Moderately Armoured
| description1 =
| description1 =
Requires {{LightArmour}} [[Proficiency]]
Requires {{LightArmour}} [[Proficiency]].
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
| feature2 =
| feature2 =
Line 365: Line 370:
{{table feat
{{table feat
| name = Performer
| name = Performer
| description =
| feature1 = Performer
* Increase your {{Ability|Charisma}} by 1, to a maximum of 20.
* Gain [[Proficiency#Instrument_Proficiency|Musical Instrument]] [[Proficiency]].
| feature1 =
| description1 =
| description1 =
| feature2 =
* Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20.
| description2 =
* Gain [[Instruments|Musical Instrument]] [[Proficiency#Instrument_proficiency|Proficiency]].
| feature3 =
| rows = 2
| description3 =
| notes =
| rows = 1
}}  
}}  
{{table feat
{{table feat
Line 382: Line 381:
| feature1 = Polearm Master: Bonus Attack
| feature1 = Polearm Master: Bonus Attack
| description1 =
| description1 =
* When attacking with a {{WeaponType|Glaive}}, {{WeaponType|Halberd}}, {{WeaponType|Quarterstaff}}, or {{WeaponType|Spear}}, you can use a [[Bonus Action]] to attack with the butt of your weapon.  
* When attacking with a {{WeaponType|Glaive}}, {{WeaponType|Halberd}}, {{WeaponType|Pike}}{{note|name=Pikes|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''')}} {{WeaponType|Quarterstaff}}, or {{WeaponType|Spear}}, you can use a {{Action|Bonus}} to attack with the butt of your weapon.  
| feature2 = Polearm Master: Opportunity Attack
| feature2 = Polearm Master: Opportunity Attack
| description2 =
| description2 =
Line 389: Line 388:
| description3 =
| description3 =
| notes =
| notes =
* This attack deals 1d4 + Weapon Ability Modifier damage
* The Polearm Master: Bonus Attack deals 1d4 + Weapon Ability Modifier damage.
* Polearm Master works with Pikes even though this is not stated in-game. (see {{note|name=Pikes}})
| rows = 6
| rows = 6
}}  
}}  
Line 412: Line 412:
| feature1 = Ritual Caster: Free Spells
| feature1 = Ritual Caster: Free Spells
| description1 =
| description1 =
:* You learn two {{Icon|Ritual_Spell_Icon.png|24px}} [[Spells#Ritual_Spells|Ritual Spells]] of your choice.
* You learn two {{Icon|Ritual_Spell_Icon.png|24px}} [[Spells#Ritual_Spells|Ritual Spells]] of your choice.
| feature2 =
| feature2 =
| description2 =
| description2 =
Line 418: Line 418:
| description3 =
| description3 =
| notes =
| notes =
* The spell must be two of these:
* The spells must be two of these:
** {{SAI|Enhance Leap}}
** {{SAI|Enhance Leap}}
** {{SAI|Disguise Self}}
** {{SAI|Disguise Self}}
Line 445: Line 445:
| feature1 = Sentinel: Vengeance
| feature1 = Sentinel: Vengeance
| description1 =
| description1 =
* When an enemy in melee range attacks an ally, you can use a [[Reaction]] to make a weapon attack against that enemy. Target ally must not have the Sentinel feat.
* 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 =
Line 464: Line 464:
| description2 =
| description2 =
* Ranged weapon attacks with weapons you are [[Proficient]] with have a -5 penalty to their {{Attack Roll}}, but deal an additional 10 damage.
* Ranged weapon attacks with weapons you are [[Proficient]] with have a -5 penalty to their {{Attack Roll}}, but deal an additional 10 damage.
* Note: This is a toggleable passive ability.
| feature3 =
| feature3 =
| description3 =
| description3 =
| notes =
| notes =* All In is a toggleable passive ability.
| rows = 4
| rows = 6
}}  
}}  
{{table feat
{{table feat
Line 475: Line 474:
| feature1 = Shield Master
| feature1 = Shield Master
| description1 =
| description1 =
* Gain a +2 bonus to {{Ability|Dexterity}} {{SavingThrow}}s when wielding a [[Shields|Shield]].
* Gain a +2 bonus to {{Saving Throw|Dexterity}}s when wielding a [[Shields|Shield]].
| feature2 = Shield Master: Block
| feature2 = Shield Master: Block
| description2 =
| description2 =
* If a [[Spells|Spell]] forces you to make a Dexterity Saving Throw, you can use your [[Reaction]] to shield yourself and diminish the effect's damage.:
* 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.
| feature3 =
| feature3 =
| description3 =
| description3 =
| notes =
| notes =* Unlike the DnD counterpart, this feat doesn't take shield AC into account and offers the flat bonus to Dexterity saves instead.
| rows = 4
| rows = 6
}}  
}}  
{{table feat
{{table feat
Line 510: Line 509:
| description3 =
| description3 =
| notes =
| notes =
* The cantrip you learn must be one of these:
* The cantrip you learn must be one that requires an attack roll, which include the following:
** {{SAI|Bone Chill}}
** {{SAI|Bone Chill}}
** {{SAI|Eldritch Blast}}
** {{SAI|Eldritch Blast}}
Line 517: Line 516:
** {{SAI|Shocking Grasp}}
** {{SAI|Shocking Grasp}}
** {{SAI|Thorn Whip}}
** {{SAI|Thorn Whip}}
* These cantrips use the character's [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]]. For example, if a [[Cleric]] chooses Eldritch Blast with this feat, they use their [[Wisdom]] modifier and not their [[Charisma]] modifier.
* These cantrips use the character's [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]]. For example, if a [[Cleric]] chooses Eldritch Blast with this feat, they use their {{Ability|Wisdom}} modifier and not their {{Ability|Charisma}} modifier.
| rows = 4
| rows = 4
}}  
}}  
Line 525: Line 524:
| feature1 = Tavern Brawler
| feature1 = Tavern Brawler
| description1 =
| description1 =
* Increase your {{Ability|Strength}} or {{Ability|Constitution}} by 1, to a maximum of 20.
* Your {{Ability|Strength}} or {{Ability|Constitution}} ability score increases by 1, to a maximum of 20.
* When you make an unarmed attack, use an improvised weapon, or throw something, your strength modifier is added twice to the damage and {{Attack Roll}}s.
* When you make an unarmed attack, use an improvised weapon, or throw something, your strength modifier is added twice to the damage and {{Attack Roll}}s.
| feature2 =
| feature2 =
Line 556: Line 555:
| feature2 = War Caster: Opportunity Spell
| feature2 = War Caster: Opportunity Spell
| description2 =
| description2 =
* You can also use a [[Reaction]] to cast {{SAI|Shocking Grasp}} at a target moving out of melee range.
* 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]].
| feature3 =
| feature3 =
| description3 =
| description3 =
| notes =
| notes =* 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]].
| rows = 4
* Casting Shocking Grasp as an Attack of Opportunity uses the character's [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]]. For example, if a [[Cleric]] casts Shocking Grasp with this feat, they use their {{Ability|Wisdom}} modifier
| rows = 6
}}  
}}  
{{table feat
{{table feat
Line 568: Line 567:
| feature1 = Weapon Master
| feature1 = Weapon Master
| description1 =
| description1 =
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency]] with four [[Weapon]] types of your choice.
* Gain [[Proficiency]] with four [[Weapon]] types of your choice.
| feature2 =
| feature2 =
Line 582: Line 581:
{{notelist}}
{{notelist}}
{{NavGameplay}}
{{NavGameplay}}
[[Category:Character Creation]]
[[Category:Class-related articles]]
[[Category:Character creation]]

Revision as of 14:38, 20 March 2024

Feats are features that grant a character unique improvements. All classes select one feat at levels 4, 8 and 12 each. Fighters select an additional feat at level 6; rogues select an additional feat at level 10.

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
Ability Improvement
Actor Actor
Notes
  • Despite not being mentioned in the tooltip, the character also gains proficiency in these 2 skills if they didn't have those proficiencies yet
Alert Alert
Athlete Athlete: Standing Up
  • Your Strength Strength or Dexterity Dexterity ability score increases by 1, to a maximum of 20.
  • When you are Prone Prone, standing up uses significantly less movement.
  • Your Jump Jump distance also increases by 50%.
Charger Charger: Weapon Attack
  • Charge forward and slam your weapon into the first enemy in your way without provoking Opportunity Attacks.
Charger: Shove
  • Charge forward and Shove Shove the first enemy in your way.
  • Shove distance depends on your Strength and the target's weight.
Notes
  • Charger: Weapon attack uses Action + Bonus action, moves up to 9 m / 30 ft, and makes a melee attack with +5 damage.
    • This counts as a single weapon attack, and benefits from Extra Attack.
  • As a Shove, Charger: Shove does not count as an actual attack.
Crossbow Expert Crossbow Expert: Point-Blank
  • When you make crossbow attacks within melee range, the attack rolls do not have Disadvantage Icon.png Disadvantage.
Crossbow Expert: Wounding
Defensive Duellist Defensive Duellist
Dual Wielder Dual Wielder
  • You can use Two-Weapon Fighting even if your weapons aren't Light.
  • You cannot dual-wield Heavy weapons.
Dual Wielder: Bonus Armour Class
  • You have a +1 bonus to Armour Class Armour Class while wielding a melee weapon in each hand.
Notes
  • This feat doesn't give the Two-Weapon Fighting style, it just allows a creature to dual wield non-light non-heavy weapons.
Dungeon Delver Dungeon Delver: Perception
Dungeon Delver: Resist Traps
Durable Durable
Elemental Adept
Notes
  • "You cannot roll a 1" means that any 1 rolled is treated as a 2.
Great Weapon Master Great Weapon Master: Bonus Attack
  • When an attack with a melee weapon lands a Critical Hit or kills a creature, you can make another melee weapon attack as a Bonus action that turn.
Great Weapon Master: All In
  • When attacking with a  Two-Handed or  Versatile melee weapon (in both hands) that you are Proficient with, Attack rolls take a -5 penalty, but their damage increases by 10.
Notes
  • All In is a toggleable passive ability.
Heavily Armoured Heavily Armoured
Notes
Heavy Armour Master Heavy Armour Master
  • Your Strength Strength ability score increases by 1, to a maximum of 20.
  • Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Notes
Lightly Armoured Lightly Armoured
Lucky Lucky
Mage Slayer Mage Slayer: Saving Throw Advantage
Mage Slayer: Attack Caster
  • You can use a Reaction to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.
Mage Slayer: Break Concentration
Magic Initiate: Bard Magic Initiate: Bard
Magic Initiate: Cleric Magic Initiate: Cleric
  • Bug: when you wear medium armour, the bonus to Armour Class Armour Class you can gain from your Dexterity Dexterity modifier also becomes +3 instead of +2.
Notes
  • The AC bonus increase is not listed in-game, and can also be gained by taking the Medium Armour Master feat.
Magic Initiate: Druid Magic Initiate: Druid
Magic Initiate: Sorcerer Magic Initiate: Sorcerer
Magic Initiate: Warlock Magic Initiate: Warlock
Magic Initiate: Wizard Magic Initiate: Wizard
Martial Adept Martial Adept
Medium Armour Master Medium Armour Master
Notes
Mobile
Mobile: Evade Difficult Terrain
Mobile: Evade Opportunity Attack
  • If you move after making a melee attack, you don't provoke an Opportunity Attack from that target.
Moderately Armoured Moderately Armoured

Requires Light armour Proficiency.

Performer Performer
Polearm Master Polearm Master: Bonus Attack
Polearm Master: Opportunity Attack
Notes
  • The Polearm Master: Bonus Attack deals 1d4 + Weapon Ability Modifier damage.
  • Polearm Master works with Pikes even though this is not stated in-game. (see [note 2])
Resilient Resilient
Notes
Ritual Caster Ritual Caster: Free Spells
Notes
Savage Attacker Savage Attacker
  • When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Sentinel Sentinel: Vengeance
  • When an enemy in melee range attacks an ally, you can use a Reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel feat.
Sentinel: Snare
Sentinel: Opportunity Advantage
Sharpshooter Sharpshooter: Low Ground
Sharpshooter: All In
  • Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack roll, but deal an additional 10 damage.
Notes
  • All In is a toggleable passive ability.
Shield Master Shield Master
Shield Master: Block
  • If a Spell forces you to make a Dexterity saving throw, you can use your Reaction to shield yourself and diminish the effect's 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.
Notes
  • Unlike the DnD counterpart, this feat doesn't take shield AC into account and offers the flat bonus to Dexterity saves instead.
Skilled Skilled
Spell Sniper Spell Sniper
  • You learn a cantrip, and the number you need to roll a Critical Hit while attacking with a Spell is reduced by 1. This effect can stack.
Notes
Tavern Brawler Tavern Brawler
  • Your Strength Strength or Constitution Constitution ability score increases by 1, to a maximum of 20.
  • When you make an unarmed attack, use an improvised weapon, or throw something, your strength modifier is added twice to the damage and Attack rolls.
Notes
  • Unarmed attacks that use Dexterity as a modifier still gain the strength modifier as a bonus with this feat and thus don't get the Dexterity modifier applied twice to the attack.
Tough Tough
  • Hit Point maximum increased by 2 for each level.
War Caster War Caster: Concentration
War Caster: Opportunity Spell
Notes
  • Note: this feat does not grant the cantrip Shocking Grasp. Unless you know it from another source, you can only cast it as an Attack of Opportunity.
  • Casting Shocking Grasp as an Attack of Opportunity uses the character's Spellcasting Ability. For example, if a Cleric casts Shocking Grasp with this feat, they use their Wisdom Wisdom modifier
Weapon Master Weapon Master

Footnotes

  1. Ability Improvement is not strictly speaking a feat, but it is listed and chosen as any other feat.
  2. 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)