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{{PageSeo | |||
| description = Feats are features that provide unique improvements to your character, allowing for deeper customisation. | |||
| image = Generic Feature Icon.webp | |||
}} | |||
'''Feats''' are features that grant a character unique improvements. All classes select one feat at class levels 4, 8, and 12. [[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''. | |||
== | == List of all feats == | ||
{| | <!-- Note that it is not required to define the number of rows per feat as of 04/26/2024 --> | ||
{{table begin|colspan1=1|header1=Name|colspan2=1|header2=Description|style=margin:auto; width:100%; padding:0;}} | |||
{{table feat | |||
| name = Ability Improvement | |||
| description = | |||
* Increase one [[Abilities|ability score]] by 2, or two ability scores by 1, up to a maximum of 20. | |||
* Increase one [[ | }} | ||
{{table feat | |||
| name = Actor | |||
| feature1 = Actor | |||
* Your | | description1 = | ||
* | * Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20. | ||
| | * You gain [[Proficiency#Expertise|expertise]] in [[Deception]] and [[Performance]]. | ||
| | | notes = | ||
* You gain a +5 bonus to | * If not already [[Proficiency#Skill proficiency|proficient]], the character also gains proficiency in the chosen skills. | ||
| | | rows = 4 | ||
}} | |||
* Your | {{table feat | ||
* When you are | | name = Alert | ||
| | | feature1 = Alert | ||
|{{ | | description1 = | ||
* When you make crossbow attacks within melee range, the | * You gain a +5 bonus to [[initiative]] and can't be {{cond|Surprised}}. | ||
* Your | | rows = 2 | ||
| | }} | ||
| | {{table feat | ||
* When you are attacked with a melee attack while wielding a [[Finesse|Finesse | | name = Athlete | ||
| | | feature1 = Athlete: Standing Up | ||
| | | description1 = | ||
* You can use | * 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. | ||
|{{ | * Your {{SAI|Jump}} distance also increases by 50%. | ||
* You gain | | rows = 2 | ||
* You gain | }} | ||
| | {{table feat | ||
|{{ | | name = Charger | ||
* When an attack with a | | description = | ||
* When attacking with | | feature1 = Charger: Weapon Attack | ||
* | | description1 = | ||
| | * Charge forward and slam your weapon into the first enemy in your way without provoking {{SAI|Opportunity Attack|Opportunity Attacks}}. | ||
| feature2 = Charger: Shove | |||
| description2 = | |||
* | * Charge forward and {{SAI|Shove}} the first enemy in your way. | ||
* Shove distance depends on your {{Ability|Strength}} and the target's weight. | |||
| feature3 = | |||
| description3 = | |||
| notes = | |||
* Charger: Weapon attack uses {{Action|both}}, moves up to {{Distance|m=9}}, and makes a melee attack with +5 damage. | |||
** This counts as a single weapon attack, and benefits from {{SAI|Extra Attack}}. | |||
}} | |||
{{table feat | |||
| name = Crossbow Expert | |||
| description = | |||
| feature1 = Crossbow Expert: Point-Blank | |||
| description1 = | |||
* When you make crossbow attacks within melee range, the attack rolls do not have {{Disadvantage}}. | |||
| feature2 = Crossbow Expert: Wounding | |||
| description2 = | |||
* Your {{SAI|Piercing Shot}} also inflicts {{Cond|Gaping Wounds}} for twice as long. | |||
| feature3 = | |||
| description3 = | |||
| notes = | |||
| rows = 4 | |||
}} | |||
{{table feat | |||
| name = Defensive Duellist | |||
| description = | |||
| feature1 = Defensive Duellist | |||
| description1 = | |||
* 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. | |||
| notes = | |||
| rows = 2 | |||
}} | |||
{{table feat | |||
| name = Dual Wielder | |||
| description = | |||
| feature1 = Dual Wielder | |||
| 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. | |||
| feature2 = Dual Wielder: Bonus Armour Class | |||
| description2 = | |||
* You have a +1 bonus to {{Armour Class}} while wielding a melee weapon in each hand. | |||
| feature3 = | |||
| description3 = | |||
| notes = | |||
* This feat doesn't give the [[Fighting_Style|Two-Weapon Fighting]] style, it just allows a creature to dual wield non-light non-heavy weapons. | |||
** Simple melee weapons: {{WeaponType|Javelins}}, {{WeaponType|Maces}}, {{WeaponType|Quarterstaves}}, and {{WeaponType|Spears}} | |||
** Martial melee weapons: {{WeaponType|Battleaxes}}, {{WeaponType|Flails}}, {{WeaponType|Longswords}}, {{WeaponType|Morningstars}}, {{WeaponType|Rapiers}}, {{WeaponType|Tridents}}, {{WeaponType|War Picks}}, and {{WeaponType|Warhammers}} | |||
| rows = 6 | |||
}} | |||
{{table feat | |||
| name = Dungeon Delver | |||
| description = | |||
| feature1 = Dungeon Delver: Perception | |||
| description1 = | |||
* 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 | |||
| description2 = | |||
* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|resistance]] to the damage dealt by traps. | |||
| notes = | |||
| rows = 4 | |||
}} | |||
{{table feat | |||
| name = Durable | |||
| description = | |||
| feature1 = Durable | |||
| description1 = | |||
* Your {{Ability|Constitution}} ability score increases by 1, to a maximum of 20. | |||
* Regain full [[hit points]] every time you take a [[short rest]]. | |||
| notes = * For Wild Shape, this adds +1 {{Ability|Constitution}} and full HP on a short rest, but {{em|does not}} increase Wild Shape form HP. {{ref|https://www.reddit.com/r/BaldursGate3/comments/15ikanj/list_of_feats_and_features_that_work_with/}} | |||
}} | |||
{{table feat | |||
| name = Elemental Adept | |||
| description = | |||
| feature1 = Elemental Adept | |||
| description1 = * 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: | |||
** {{SAI|Elemental Adept: Acid}} | |||
** {{SAI|Elemental Adept: Cold}} | |||
** {{SAI|Elemental Adept: Lightning}} | |||
** {{SAI|Elemental Adept: Fire}} | |||
** {{SAI|Elemental Adept: Thunder}} | |||
| notes = * "You cannot roll a 1" means that any 1 rolled is treated as a 2. | |||
}} | |||
{{table feat | |||
| name = Great Weapon Master | |||
| description = | |||
| 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 {{Action|Bonus}} that turn. | |||
| feature2 = Great Weapon Master: All In | |||
| description2 = | |||
* When attacking with a {{Two-Handed}} or {{Versatile}} melee weapon (in both hands) that you are [[Proficiency|Proficient]] with, {{Attack Roll}}s take a -5 penalty, but their damage increases by 10. | |||
| feature3 = | |||
| description3 = | |||
| notes = | |||
* All In is a toggleable passive ability. | |||
| rows = 6 | |||
}} | |||
{{table feat | |||
| name = Heavily Armoured | |||
| description = | |||
| feature1 = Heavily Armoured | |||
| description1 = | |||
* Your {{Ability|Strength}} ability score increases by 1, to a maximum of 20. | |||
* Gain [[Proficiency]] with {{HeavyArmour}}. | * Gain [[Proficiency]] with {{HeavyArmour}}. | ||
| | | notes = | ||
* Requires {{MediumArmour}} [[Proficiency]]. | |||
| rows = 4 | |||
* | }} | ||
* | {{table feat | ||
| | | name = Heavy Armour Master | ||
| description = | |||
* | | feature1 = Heavy Armour Master | ||
| description1 = | |||
* 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. | |||
| notes = | |||
* Requires {{HeavyArmour}} [[Proficiency]]. | |||
| rows = 4 | |||
}} | |||
{{table feat | |||
| name = Lightly Armoured | |||
| description = | |||
| feature1 = Lightly Armoured | |||
| description1 = | |||
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20. | |||
* Gain [[Proficiency]] with {{LightArmour}}. | * Gain [[Proficiency]] with {{LightArmour}}. | ||
| | | notes = | ||
|{{ | | rows = 2 | ||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Bard | }} | ||
{{table feat | |||
| | | name = Lucky | ||
| | | description = | ||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Cleric | | feature1 = Lucky | ||
| 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}}. | ||
|{{ | | notes = | ||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Druid | | rows = 2 | ||
}} | |||
| | {{table feat | ||
| | | name = Mage Slayer | ||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Sorcerer | | description = | ||
| feature1 = Mage Slayer: Saving Throw Advantage | |||
| | | description1 = | ||
| | * When a creature casts a [[Spells|Spell]] within melee range of you, you have {{Advantage}} on any {{SavingThrow}}s against it. | ||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Warlock | | feature2 = Mage Slayer: Attack Caster | ||
| description2 = | |||
| | * 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 | ||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Wizard | | description3 = | ||
* Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s. | |||
| | | notes = | ||
| | | rows = 6 | ||
* Learn two | }} | ||
{{table feat | |||
| | | name = Magic Initiate: Bard | ||
|{{ | | description = | ||
* Your [[Movement Speed]] increases by | | feature1 = Magic Initiate: Bard | ||
* When you use the [[ | | description1 = | ||
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Bard spells|Bard spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}. | |||
| feature2 = | |||
| description2 = | |||
| feature3 = | |||
| description3 = | |||
| notes = | |||
| rows = 2 | |||
}} | |||
{{table feat | |||
| name = Magic Initiate: Cleric | |||
| description = | |||
| feature1 = Magic Initiate: Cleric | |||
| description1 = | |||
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Cleric spells|Cleric spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}. | |||
| notes = | |||
* While wearing medium armor, the bonus to {{Armour Class}} you can gain from your {{Ability|Dexterity}} modifier also becomes +3 instead of +2. {{verify}} | |||
* The AC bonus increase is not listed in-game, and can also be gained by taking the [[Medium Armour Master]] feat. {{verify}} | |||
}} | |||
{{table feat | |||
| name = Magic Initiate: Druid | |||
| description = | |||
| feature1 = Magic Initiate: Druid | |||
| description1 = | |||
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Druid spells|Druid spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}. | |||
| feature2 = | |||
| description2 = | |||
| feature3 = | |||
| description3 = | |||
| notes = | |||
| rows = 2 | |||
}} | |||
{{table feat | |||
| name = Magic Initiate: Sorcerer | |||
| description = | |||
| feature1 = Magic Initiate: Sorcerer | |||
| description1 = | |||
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Sorcerer spells|Sorcerer spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}. | |||
| feature2 = | |||
| description2 = | |||
| feature3 = | |||
| description3 = | |||
| notes = | |||
| rows = 2 | |||
}} | |||
{{table feat | |||
| name = Magic Initiate: Warlock | |||
| description = | |||
| feature1 = Magic Initiate: Warlock | |||
| description1 = | |||
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Warlock spells|Warlock spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}. | |||
| feature2 = | |||
| description2 = | |||
| feature3 = | |||
| description3 = | |||
| notes = | |||
| rows = 2 | |||
}} | |||
{{table feat | |||
| name = Magic Initiate: Wizard | |||
| description = | |||
| feature1 = Magic Initiate: Wizard | |||
| description1 = | |||
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Wizard spells|Wizard spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Intelligence}}. | |||
| feature2 = | |||
| description2 = | |||
| feature3 = | |||
| description3 = | |||
| notes = | |||
| rows = 2 | |||
}} | |||
{{table feat | |||
| name = Martial Adept | |||
| description = | |||
| feature1 = Martial Adept | |||
| description1 = | |||
* Learn two [[Manoeuvres]] from the [[Battle Master]] archetype and receive 1 (additional) Superiority Die to fuel them. You regain expended Superiority Dice after a [[Short Rest|Short]] or [[Long Rest]]. | |||
| feature2 = | |||
| description2 = | |||
| feature3 = | |||
| description3 = | |||
| notes = | |||
| rows = 2 | |||
}} | |||
{{table feat | |||
| name = Medium Armour Master | |||
| description = | |||
| feature1 = Medium Armour Master | |||
| description1 = | |||
* When you wear medium armour, it doesn't impose {{Disadvantage}} on [[Stealth]] checks. The bonus to {{Armour Class}} you can gain from your {{Ability|Dexterity}} modifier also becomes +3 instead of +2. | |||
| feature2 = | |||
| description2 = | |||
| feature3 = | |||
| description3 = | |||
| notes = | |||
* Requires {{MediumArmour}} [[Proficiency]]. | |||
| rows = 4 | |||
}} | |||
{{table feat | |||
| name = Mobile | |||
| description = | |||
| feature1 = Mobile | |||
| description1 = | |||
* Your [[Movement Speed]] increases by {{Distance|m=3}}. | |||
| feature2 = Mobile: Evade Difficult Terrain | |||
| description2 = | |||
* When you use the {{SAI|Dash}} action, [[Difficult Terrain]] doesn't slow you down. | |||
| feature3 = Mobile: Evade Opportunity Attack | |||
| description3 = | |||
* If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target. | * If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target. | ||
| | | notes = | ||
|{{ | }} | ||
* | {{table feat | ||
* Gain [[Musical Instrument]] [[Proficiency]]. | | name = Moderately Armoured | ||
| | | description = | ||
|{{ | | feature1 = Moderately Armoured | ||
* Gain a +2 bonus to Dexterity | | description1 = | ||
* If a | Requires {{LightArmour}} [[Proficiency]]. | ||
* | * Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20. | ||
* | * Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}. | ||
| | | feature2 = | ||
| description2 = | |||
| feature3 = | |||
| description3 = | |||
| notes = | |||
| rows = 2 | |||
}} | |||
{{table feat | |||
| name = Performer | |||
| feature1 = Performer | |||
| description1 = | |||
* Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20. | |||
* Gain [[Instruments|Musical Instrument]] [[Proficiency#Instrument_proficiency|Proficiency]]. | |||
| rows = 2 | |||
}} | |||
{{table feat | |||
| name = Polearm Master | |||
| description = | |||
| feature1 = Polearm Master: Bonus Attack | |||
| description1 = | |||
* When attacking with a {{WeaponType|Glaive}}, {{WeaponType|Halberd}}, {{WeaponType|Pike}}, {{WeaponType|Quarterstaff}}, or {{WeaponType|Spear}}, you can use a {{Action|Bonus}} to attack with the butt of your weapon. | |||
| feature2 = Polearm Master: Opportunity Attack | |||
| description2 = | |||
* You can also make an [[Opportunity Attack]] when a target comes within range. | |||
| feature3 = | |||
| description3 = | |||
| notes = | |||
* The Polearm Master: Bonus Attack deals 1d4 + Strength Modifier bludgeoning damage if Strength is used for the attack roll. However if another ability is used for the attack roll (such as through [[Shillelagh]] or [[Pact of the Blade]]) then Dexterity will be used for the damage roll. {{bug}} | |||
* The Polearm Master: Bonus Attack often does not apply additional damage-on-hit effects, such as [[Hunter's Mark]] or the additional damage from [[Great Weapon Master]]. {{Bug}} | |||
* Polearm Master works with Pikes even though this is not stated in-game. (see {{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''')}}) | |||
| rows = 6 | |||
}} | |||
{{table feat | |||
| name = Resilient | |||
| description = | |||
| feature1 = Resilient | |||
| description1 = | |||
* You increase an [[Ability Scores|Ability]] by 1, to a maximum of 20. | |||
* Gain [[Proficiency]] in that ability's {{SavingThrow|Saving Throws}}. | |||
| notes = | |||
* This [[Ability Scores|Ability]] increase applies to [[Druid|druids]] in [[Wild Shape]]. For a list of each form's stats, see [[Wild Shape#All Wild Shape Forms|All Wild Shape Forms]]. | |||
| rows = 4 | |||
}} | |||
{{table feat | |||
| name = Ritual Caster | |||
| description = | |||
| feature1 = Ritual Caster: Free Spells | |||
| description1 = | |||
* You learn two {{Ritual Spell}} spells of your choice. | |||
| notes = * The available spells are: | |||
** {{SAI|Enhance Leap}} | |||
** {{SAI|Disguise Self}} | |||
** {{SAI|Find Familiar}} | |||
** {{SAI|Longstrider}} | |||
** {{SAI|Speak with Animals}} | |||
** {{SAI|Speak with Dead}} | |||
}} | |||
{{table feat | |||
| name = Savage Attacker | |||
| description = | |||
| feature1 = Savage Attacker | |||
| description1 = | |||
* When making melee weapon attacks, you roll your damage dice twice and use the highest result. | |||
| notes = | |||
| rows = 2 | |||
}} | |||
{{table feat | |||
| name = Sentinel | |||
| description = | |||
| feature1 = Sentinel: Vengeance | |||
| description1 = | |||
* 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 | |||
| description2 = | |||
* When you hit a creature with an [[Attack of Opportunity]], it can no longer move for the rest of its turn. | |||
| feature3 = Sentinel: Opportunity Advantage | |||
| description3 = | |||
:* You gain {{Advantage}} on [[Opportunity Attack|Opportunity Attacks]]. | |||
| notes = | |||
| rows = 6 | |||
}} | |||
{{table feat | |||
| name = Sharpshooter | |||
| description = | |||
| feature1 = Sharpshooter: Low Ground | |||
| description1 = | |||
* Your ranged weapon attacks are not penalized for [[High Ground Rules]]. | |||
| feature2 = Sharpshooter: All In | |||
| description2 = | |||
* Ranged weapon attacks with weapons you are [[Proficient]] with have a -5 penalty to their {{Attack Roll}}, but deal an additional 10 damage. | |||
| feature3 = | |||
| description3 = | |||
| notes =* All In is a toggleable passive ability. | |||
| rows = 6 | |||
}} | |||
{{table feat | |||
| name = Shield Master | |||
| description = | |||
| feature1 = Shield Master | |||
| description1 = * Gain a +2 bonus to {{Saving Throw|Dexterity}} when wielding a [[Shields|Shield]]. | |||
| feature2 = Shield Master: Block | |||
| description2 = | |||
* 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 successful save, you don't take any damage, even if you normally would. | |||
| notes = * BUG: As of Hotfix 25, this feat does not reduce the damage taken on a failed save. | |||
* Unlike the DnD counterpart, this feat doesn't take shield AC into account and instead only offers a flat bonus to {{Saving Throw|Dexterity}}. | |||
}} | |||
{{table feat | |||
| name = Skilled | |||
| description = | |||
| feature1 = Skilled | |||
| description1 = | |||
* You gain [[Proficiency]] in 3 [[Skills]] of your choice. | * You gain [[Proficiency]] in 3 [[Skills]] of your choice. | ||
| | | feature2 = | ||
|{{ | | description2 = | ||
| feature3 = | |||
| description3 = | |||
| notes = | |||
| rows = 2 | |||
}} | |||
{{table feat | |||
| name = Spell Sniper | |||
| description = | |||
| feature1 = Spell Sniper | |||
| description1 = | |||
* You learn a cantrip, and the number you need to roll a [[Critical Hit]] while attacking with a [[Spells|Spell]] is reduced by 1. This effect can stack. | |||
| notes = | |||
* The available cantrips are: | |||
** {{SAI|Bone Chill}} | |||
** {{SAI|Eldritch Blast}} | |||
** {{SAI|Fire Bolt}} | |||
** {{SAI|Ray of Frost}} | |||
** {{SAI|Shocking Grasp}} | |||
** {{SAI|Thorn Whip}} | |||
* These cantrips use the character's [[Spells#Spellcasting_ability|Spellcasting Ability]]. For example, if a {{Class|Cleric}} chooses Eldritch Blast with this feat, they use their {{Ability|Wisdom}} modifier and not their {{Ability|Charisma}} modifier. | |||
* All available cantrips are Spell Attacks and use {{Attack Roll|attack rolls}} | |||
| rows = 4 | |||
}} | |||
{{table feat | |||
| name = Tavern Brawler | |||
| description = | |||
| feature1 = Tavern Brawler | |||
| description1 = | |||
* 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}}. | |||
| feature2 = | |||
| description2 = | |||
| feature3 = | |||
| description3 = | |||
| notes = | |||
* Unarmed attacks that use {{Ability|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. | |||
| rows = 4 | |||
}} | |||
{{table feat | |||
| name = Tough | |||
| description = | |||
| feature1 = Tough | |||
| description1 = | |||
* [[Hit Points|Hit Point]] maximum increased by 2 for each level. | * [[Hit Points|Hit Point]] maximum increased by 2 for each level. | ||
| | | feature2 = | ||
|{{ | | description2 = | ||
* | | feature3 = | ||
| description3 = | |||
| notes = | |||
| rows = 2 | |||
}} | |||
{{table feat | |||
| name = War Caster | |||
| description = | |||
| feature1 = War Caster: Concentration | |||
| description1 = | |||
* You gain {{Advantage}} on {{SavingThrow}}s to maintain {{Concentration}} on a [[Spells|Spell]]. | |||
| feature2 = War Caster: Opportunity Spell | |||
| description2 = | |||
* You can also use a {{action|Reaction}} to cast {{SAI|Shocking Grasp}} at a target moving out of melee range. | |||
| feature3 = | |||
| description3 = | |||
| notes = * This feat does not grant the ability to use {{SAI|Shocking Grasp}} at will. Unless you know it from another source, you can {{em|only}} use it as an [[Attack of Opportunity]]. | |||
* Casting Shocking Grasp as an Attack of Opportunity uses the character's [[Spells#Spellcasting_ability|Spellcasting Ability]]. For example, if a {{Class|Cleric}} casts Shocking Grasp with this feat, they use their {{Ability|Wisdom}} modifier | |||
| rows = 6 | |||
}} | |||
{{table feat | |||
| name = Weapon Master | |||
| description = | |||
| feature1 = Weapon Master | |||
| description1 = | |||
* 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. | ||
|} | | notes = | ||
| rows = 2 | |||
}} | |||
{{table end}} | |||
== References == | |||
{{reflist}} | |||
{{ | == Footnotes == | ||
[[Category:Character | {{notelist}} | ||
{{NavGameplay}} | |||
[[Category:Class-related articles]] | |||
[[Category:Character creation]] |
Revision as of 07:43, 15 June 2024
Feats are features that grant a character unique improvements. All classes select one feat at class levels 4, 8, and 12. 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 | |
| |
Alert | Alert |
| |
Athlete | Athlete: Standing Up |
| |
Charger | Charger: Weapon Attack |
| |
Charger: Shove | |
| |
Notes | |
| |
Crossbow Expert | Crossbow Expert: Point-Blank |
| |
Crossbow Expert: Wounding | |
| |
Defensive Duellist | Defensive Duellist |
| |
Dual Wielder | Dual Wielder |
Dual Wielder: Bonus Armour Class | |
| |
Notes | |
| |
Dungeon Delver | Dungeon Delver: Perception |
| |
Dungeon Delver: Resist Traps | |
| |
Durable | Durable |
| |
Notes | |
| |
Elemental Adept | Elemental Adept |
| |
Notes | |
| |
Great Weapon Master | Great Weapon Master: Bonus Attack |
| |
Great Weapon Master: All In | |
| |
Notes | |
| |
Heavily Armoured | Heavily Armoured |
| |
Notes | |
| |
Heavy Armour Master | Heavy Armour Master |
| |
Notes | |
| |
Lightly Armoured | Lightly Armoured |
| |
Lucky | Lucky |
| |
Mage Slayer | Mage Slayer: Saving Throw Advantage |
| |
Mage Slayer: Attack Caster | |
| |
Mage Slayer: Break Concentration | |
| |
Magic Initiate: Bard | Magic Initiate: Bard |
| |
Magic Initiate: Cleric | Magic Initiate: Cleric |
| |
Notes | |
| |
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 |
| |
Mobile: Evade Difficult Terrain | |
| |
Mobile: Evade Opportunity Attack | |
| |
Moderately Armoured | Moderately Armoured |
Requires Light armour Proficiency.
| |
Performer | Performer |
| |
Polearm Master | Polearm Master: Bonus Attack |
| |
Polearm Master: Opportunity Attack | |
| |
Notes | |
| |
Resilient | Resilient |
| |
Notes | |
| |
Ritual Caster | Ritual Caster: Free Spells |
| |
Notes | |
| |
Savage Attacker | Savage Attacker |
| |
Sentinel | Sentinel: Vengeance |
| |
Sentinel: Snare | |
| |
Sentinel: Opportunity Advantage | |
| |
Sharpshooter | Sharpshooter: Low Ground |
| |
Sharpshooter: All In | |
| |
Notes | |
| |
Shield Master | Shield Master |
| |
Shield Master: Block | |
| |
Notes | |
| |
Skilled | Skilled |
| |
Spell Sniper | Spell Sniper |
| |
Notes | |
| |
Tavern Brawler | Tavern Brawler |
| |
Notes | |
| |
Tough | Tough |
| |
War Caster | War Caster: Concentration |
| |
War Caster: Opportunity Spell | |
| |
Notes | |
| |
Weapon Master | Weapon Master |
|
References
Footnotes
- ↑ 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)