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'''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''.
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* Charger: Weapon attack uses {{Action|both}}, moves up to 9m, and makes a melee attack with +5 damage.
* Charger: Weapon attack uses {{Action|both}}, 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]].
** This counts as a single weapon attack, and benefits from [[Extra Attack]].
* As a Shove, Charger:Shove does not count as an actual attack.
* As a Shove, Charger: Shove does not count as an actual attack.
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| feature1 = Defensive Duellist
| feature1 = Defensive Duellist
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* 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.
* 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.
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* 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.
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{{table feat
{{table feat
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| notes =* "You cannot roll a 1" means that any 1 rolled is treated as a 2.
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{{table feat
{{table feat
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* 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.
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* The AC bonus increase is not listed in-game, and can also be gained by taking the [[Medium Armour Master]] feat.
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{{table feat
{{table feat
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* Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20.
* Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency#Instrument_Proficiency|Musical Instrument]] [[Proficiency]].
* Gain [[Instruments|Musical Instrument]] [[Proficiency#Instrument_proficiency|Proficiency]].
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* 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}})
* Polearm Master works with Pikes even though this is not stated in-game. (see {{note|name=Pikes}})
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* 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}}
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* 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.
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| notes =* All In is a toggleable passive ability.
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{{table feat
{{table feat
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| feature2 = Shield Master: Block
| feature2 = Shield Master: Block
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* 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.:
* 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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| notes =* Unlike the DnD counterpart, this feat doesn't take shield AC into account and offers the flat bonus to Dexterity saves instead.
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{{table feat
{{table feat
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* 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}}
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* You can also use a {{action|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]].
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| 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]].
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* 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
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{{table feat
{{table feat

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)