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Feats: Difference between revisions

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*** Shove distance depends on your {{Ability|Strength}} and the target's weight.
*** Shove distance depends on your {{Ability|Strength}} and the target's weight.
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|{{anchor|Crossbow Expert}} {{Icon|Passive Feature Generic Icon.png}} Crossbow Expert ||
|{{anchor|Crossbow Expert}} {{Icon|PassiveFeature CrossbowExpert BonusShot.png}} Crossbow Expert ||
* 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 Roll}}s do not have [[Disadvantage]].
* Your [[Piercing Shot]] also inflicts [[Gaping Wounds (Condition)]] for twice as long.
* Your [[Piercing Shot]] also inflicts [[Gaping Wounds (Condition)]] for twice as long.
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* You can use two-weapon fighting even if your weapons aren't [[light (weapon property)|Light]], and you gain a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand. 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]], and you gain a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand. You cannot dual-wield [[Heavy (weapon property)|Heavy]] weapons.
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|{{anchor|Dungeon Delver}} {{Icon|Passive Feature Generic Icon.png}} Dungeon Delver ||
|{{anchor|Dungeon Delver}} {{Icon|PassiveFeature DungeonDelver Perception.png}} Dungeon Delver ||
* 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 {{SavingThrow}}s made to avoid or resist traps.
* 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.
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|{{anchor|Durable}} {{Icon|Passive Feature Generic Icon.png}} Durable ||
|{{anchor|Durable}} {{Icon|PassiveFeature Durable.png}} Durable ||
* {{Ability|Constitution}} increases by 1, to a maximum of 20.
* {{Ability|Constitution}} 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]].
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|{{anchor|Elemental Adept}} {{Icon|Passive Feature Generic Icon.png}} Elemental Adept ||
|{{anchor|Elemental Adept}} {{Icon|PassiveFeature ElementalAdept Fire.png}} Elemental Adept ||
*Your spells ignore [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to a damage type of your choice. When you cast [[Spells]] of that type, you cannot roll a 1.
*Your spells ignore [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to a damage type of your choice. When you cast [[Spells]] of that type, you cannot roll a 1.
Damage resistance options are one of the following:
Damage resistance options are one of the following:
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* Gain [[Proficiency]] with {{HeavyArmour}}.
* Gain [[Proficiency]] with {{HeavyArmour}}.
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|{{anchor|Heavy Armour Master}}{{Icon|Passive Feature Generic Icon.png}} Heavy Armour Master ||
|{{anchor|Heavy Armour Master}}{{Icon|PassiveFeature HeavyArmorMaster.png}} Heavy Armour Master ||
''(Requires {{HeavyArmour}} [[Proficiency]])''
''(Requires {{HeavyArmour}} [[Proficiency]])''
* Increase your {{Ability|Strength}} by 1, to a maximum of 20.
* Increase your {{Ability|Strength}} by 1, to a maximum of 20.
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* You regain expended Superiority Dice after a [[Short Rest|Short]] or [[Long Rest]].
* You regain expended Superiority Dice after a [[Short Rest|Short]] or [[Long Rest]].
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|{{anchor|Medium Armour Master}}{{Icon|Passive Feature Generic Icon.png}} Medium Armour Master ||
|{{anchor|Medium Armour Master}}{{Icon|PassiveFeature MediumArmorMaster.png}} Medium Armour Master ||
''(Requires {{MediumArmour}} [[Proficiency]])''
''(Requires {{MediumArmour}} [[Proficiency]])''
* 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.
* 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.
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* Gain [[Proficiency#Instrument_Proficiency|Musical Instrument]] [[Proficiency]].
* Gain [[Proficiency#Instrument_Proficiency|Musical Instrument]] [[Proficiency]].
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|{{anchor|Polearm Master}}{{Icon|Passive Feature Generic Icon.png}} Polearm Master ||
|{{anchor|Polearm Master}}{{Icon|PassiveFeature PolearmMaster BonusAttack.png}} Polearm Master ||
* 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|Quarterstaff}}, or {{WeaponType|Spear}}, you can use a [[Bonus Action]] to attack with the butt of your weapon.  
** ''This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.''  
** ''This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.''  
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* You can also make an [[Opportunity Attack]] when a target comes within range.
* You can also make an [[Opportunity Attack]] when a target comes within range.
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|{{anchor|Resilient}}{{Icon|Passive Feature Generic Icon.png}} Resilient ||
|{{anchor|Resilient}}{{Icon|PassiveFeature Resilient.png}} Resilient ||
* You increase an [[Ability Scores|Ability]] by 1, to a maximum of 20.
* You increase an [[Ability Scores|Ability]] by 1, to a maximum of 20.
* Gain [[Proficiency]] in that ability's {{SavingThrow}}s.
* Gain [[Proficiency]] in that ability's {{SavingThrow}}s.
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* {{Ability|Charisma}}
* {{Ability|Charisma}}
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|{{anchor|Ritual Caster}}{{Icon|Passive Feature Generic Icon.png}} Ritual Caster ||
|{{anchor|Ritual Caster}}{{Icon|PassiveFeature RitualCaster MemorizeSpells.png}} Ritual Caster ||
* You learn two ritual [[Spells]] of your choice.
* You learn two ritual [[Spells]] of your choice.
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|{{anchor|Savage Attacker}}{{Icon|Passive Feature Generic Icon.png}} Savage Attacker ||
|{{anchor|Savage Attacker}}{{Icon|PassiveFeature SavageAttacker.png}} Savage Attacker ||
* When making weapon attacks, you roll your damage dice twice and use the highest result.
* When making weapon attacks, you roll your damage dice twice and use the highest result.
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** 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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|{{anchor|Skilled}}{{Icon|Passive Feature Generic Icon.png}} Skilled ||  
|{{anchor|Skilled}}{{Icon|PassiveFeature Skilled.png}} Skilled ||  
* You gain [[Proficiency]] in 3 [[Skills]] of your choice.
* You gain [[Proficiency]] in 3 [[Skills]] of your choice.
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|{{anchor|Spell Sniper}}{{Icon|Passive Feature Generic Icon.png}} Spell Sniper ||
|{{anchor|Spell Sniper}}{{Icon|PassiveFeature SpellSniper Snipe.png}} Spell Sniper ||
* 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.
* 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.
* Applies to targeted projectile spells with a range greater than {{Distance|m=1.5|ft=5}} and no area of effect.
* Applies to targeted projectile spells with a range greater than {{Distance|m=1.5|ft=5}} and no area of effect.
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|{{anchor|Tavern Brawler}}{{Icon|Passive Feature Generic Icon.png}} Tavern Brawler ||  
|{{anchor|Tavern Brawler}}{{Icon|PassiveFeature TavernBrawler.png}} Tavern Brawler ||  
* Increase your {{Ability|Strength}} or {{Ability|Constitution}} by 1, to a maximum of 20.
* Increase your {{Ability|Strength}} or {{Ability|Constitution}} 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.
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* You can also use a [[Reaction]] to cast [[Shocking Grasp]] at a target moving out of melee range.
* You can also use a [[Reaction]] to cast [[Shocking Grasp]] at a target moving out of melee range.
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|{{anchor|Weapon Master}}{{Icon|Passive Feature Generic Icon.png}} Weapon Master ||
|{{anchor|Weapon Master}}{{Icon|PassiveFeature WeaponMaster.png}} Weapon Master ||
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} 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.

Revision as of 20:34, 23 August 2023

At class levels 4, 8, and 12, players can choose to take a feat instead of increasing their Ability Scores. Feats are character features that grant unique abilities or bonuses which improve a character's abilities in specified areas.

Fighter Fighters and Rogue Rogues also gain access to bonus feats, with the fighter gaining a bonus feat at level 6 and the rogue at level 10.

Feats

Feat Description
Passive Feature Generic Icon.png Ability Improvement

Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.

Passive Feature Generic Icon.png Actor
  • Your Charisma increases by 1, to a maximum of 20.
  • Your Proficiency Bonus is also doubled for Deception and Performance checks.
  • Note: despite not mentioning this in the tooltip, the character also gains proficiency in these 2 skills if he didn't have those proficiencies yet (game version: 4.36.34458).
Alert Icon.png Alert
Athlete Icon.png Athlete
  • Your Strength Strength or Dexterity Dexterity increases by 1, to a maximum of 20.
  • When you are Prone, standing up uses significantly less movement. Your Jump distance also increases by 50%.
Charger Icon.png Charger
  • Gain the following weapon attacks:
    • Charger: Charge forward and slam your weapon into the first enemy in your way. Doesn't provoke Opportunity Attacks.
      • Use both an action and bonus action to charge up to 9m and make a melee attack that deals +5 damage.
    • Shove: Charge forward and Shove the first enemy in your way.
      • Shove distance depends on your Strength Strength and the target's weight.
PassiveFeature CrossbowExpert BonusShot.png Crossbow Expert
Defensive Duellist Icon.png Defensive Duellist
Dual Wielder Icon.png Dual Wielder
  • You can use two-weapon fighting even if your weapons aren't Light, and you gain a +1 bonus to Armour Class Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Heavy weapons.
PassiveFeature DungeonDelver Perception.png Dungeon Delver
PassiveFeature Durable.png Durable
PassiveFeature ElementalAdept Fire.png Elemental Adept
  • Your spells ignore Resistance to a damage type of your choice. When you cast Spells of that type, you cannot roll a 1.

Damage resistance options are one of the following:

Great Weapon Master Icon.png Great Weapon Master
  • 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.
  • 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.
Heavily Armoured Icon.png Heavily Armoured

(Requires Medium armour Proficiency)

PassiveFeature HeavyArmorMaster.png Heavy Armour Master

(Requires Heavy armour Proficiency)

  • Increase your Strength Strength by 1, to a maximum of 20.
  • Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Lightly Armoured Icon.png Lightly Armoured
Lucky Icon.png Lucky
Mage Slayer Icon.png Mage Slayer
Magic Initiate Bard Icon.png Magic Initiate: Bard
Magic Initiate Cleric Icon.png Magic Initiate: Cleric
Magic Initiate Druid Icon.png Magic Initiate: Druid
Magic Initiate Sorcerer Icon.png Magic Initiate: Sorcerer
Magic Initiate Warlock Icon.png Magic Initiate: Warlock
Magic Initiate Wizard Icon.png Magic Initiate: Wizard
Martial Adept Icon.png Martial Adept
  • 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 or Long Rest.
PassiveFeature MediumArmorMaster.png Medium Armour Master

(Requires Medium armour Proficiency)

Mobile Feat Icon.png Mobile
  • Your Movement Speed increases by 3 m / 10 ft.
  • When you use the Dash action, difficult terrain doesn't slow you down.
  • If you move after making a melee attack, you don't provoke an Opportunity Attack from that target.
Moderately Armoured Icon.png Moderately Armoured

(Requires Light armour Proficiency)

Passive Feature Generic Icon.png Performer
PassiveFeature PolearmMaster BonusAttack.png Polearm Master
  • When attacking with a Glaive Glaive, Halberd Halberd, Quarterstaff Quarterstaff, or Spear Spear, you can use a Bonus Action to attack with the butt of your weapon.
    • This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
    • (NOTE: Currently bugged and does not add bonus damage from sources other than the ability modifier.)
  • You can also make an Opportunity Attack when a target comes within range.
PassiveFeature Resilient.png Resilient

Ability choices are 1 of the following:

PassiveFeature RitualCaster MemorizeSpells.png Ritual Caster
  • You learn two ritual Spells of your choice.
PassiveFeature SavageAttacker.png Savage Attacker
  • When making weapon attacks, you roll your damage dice twice and use the highest result.
Sentinel Icon.png Sentinel
  • 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.
  • You gain Advantage Icon.png Advantage on Opportunity Attacks, and when you hit a creature with an opportunity attack, it can no longer move for the rest of its turn.
Sharpshooter Icon.png Sharpshooter
  • Your ranged weapon attacks are not penalized for High Ground Rules.
  • Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack roll, but deal an additional 10 damage.
    • (This is a toggleable passive effect)
Shield Master Icon.png Shield Master
  • Gain a +2 bonus to Dexterity Dexterity Saving throws when wielding a Shield.
  • 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.
PassiveFeature Skilled.png Skilled
PassiveFeature SpellSniper Snipe.png 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.
  • Applies to targeted projectile spells with a range greater than 1.5 m / 5 ft and no area of effect.
PassiveFeature TavernBrawler.png Tavern Brawler
  • Increase your Strength Strength or Constitution Constitution 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.
  • Note: unarmed attacks which 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 Icon.png Tough
  • Hit Point maximum increased by 2 for each level.
War Caster Icon.png War Caster
PassiveFeature WeaponMaster.png Weapon Master

Trivia

  • Some feats were changed from their D&D 5e counterparts. For a detailed comparison see D&D 5e Feat Changes.


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