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* Charger: Weapon attack uses {{Action|both}}, moves up to {{Distance|m=9}}, and makes a melee attack with +5 damage. | * 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}}. | ** This counts as a single weapon attack, and benefits from {{SAI|Extra Attack}}. | ||
}} | }} | ||
{{table feat | {{table feat | ||
| name = Crossbow Expert | | name = Crossbow Expert | ||
| description = | | description = | ||
| feature1 =Crossbow Expert: Point-Blank | | feature1 = Crossbow Expert: Point-Blank | ||
| description1 = | | description1 = | ||
* When you make crossbow attacks within melee range, the attack rolls do not have {{Disadvantage}}. | * When you make crossbow attacks within melee range, the attack rolls do not have {{Disadvantage}}. | ||
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| 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. | | 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: | * Damage resistance options are one of the following: | ||
** {{SAI|Elemental Adept: Acid}} | ** {{SAI|Elemental Adept: Acid}} | ||
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** {{SAI|Elemental Adept: Fire}} | ** {{SAI|Elemental Adept: Fire}} | ||
** {{SAI|Elemental Adept: Thunder}} | ** {{SAI|Elemental Adept: Thunder}} | ||
| notes =* "You cannot roll a 1" means that any 1 rolled is treated as a 2. | | notes = * "You cannot roll a 1" means that any 1 rolled is treated as a 2. | ||
}} | }} | ||
{{table feat | {{table feat | ||
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| 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|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|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}. | ||
| notes = | | notes = | ||
* The AC bonus increase is not listed in-game, and can also be gained by taking the [[Medium Armour Master]] feat. | * 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 | {{table feat | ||
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{{table feat | {{table feat | ||
| name = Mobile | | name = Mobile | ||
| description = | | description = | ||
* Your [[Movement Speed]] increases by {{Distance|m=3 | | 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. | |||
| notes = | | notes = | ||
}} | }} | ||
{{table feat | {{table feat | ||
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| description3 = | | description3 = | ||
| notes = | | notes = | ||
* The Polearm Master: Bonus Attack deals 1d4 + | * 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''')}}) | * 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 | | rows = 6 | ||
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| feature1 = Ritual Caster: Free Spells | | feature1 = Ritual Caster: Free Spells | ||
| description1 = | | description1 = | ||
* You learn two {{ | * You learn two {{Ritual Spell}} spells of your choice. | ||
| notes = * The available spells are: | |||
| notes = | |||
* The spells | |||
** {{SAI|Enhance Leap}} | ** {{SAI|Enhance Leap}} | ||
** {{SAI|Disguise Self}} | ** {{SAI|Disguise Self}} | ||
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** {{SAI|Speak with Animals}} | ** {{SAI|Speak with Animals}} | ||
** {{SAI|Speak with Dead}} | ** {{SAI|Speak with Dead}} | ||
}} | }} | ||
{{table feat | {{table feat | ||
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| description = | | description = | ||
| feature1 = Shield Master | | feature1 = Shield Master | ||
| description1 = | | description1 = * Gain a +2 bonus to {{Saving Throw|Dexterity}} when wielding a [[Shields|Shield]]. | ||
* Gain a +2 bonus to {{Saving Throw|Dexterity}} when wielding a [[Shields|Shield]]. | |||
| 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 {{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 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 | {{table feat | ||
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* 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. | ||
| notes = | | notes = | ||
* The | * The available cantrips are: | ||
** {{SAI|Bone Chill}} | ** {{SAI|Bone Chill}} | ||
** {{SAI|Eldritch Blast}} | ** {{SAI|Eldritch Blast}} | ||
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** {{SAI|Thorn Whip}} | ** {{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. | * 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 | | rows = 4 | ||
}} | }} | ||
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| description3 = | | description3 = | ||
| notes = | | 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. | * 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 | | rows = 4 | ||
}} | }} | ||
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| feature3 = | | feature3 = | ||
| description3 = | | description3 = | ||
| notes =* | | 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 | * 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 | | rows = 6 |
Latest revision as of 20:50, 1 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[edit | edit source]
Name | Description |
---|---|
Ability Improvement |
|
Actor | |
| |
Notes | |
| |
Alert | |
| |
Athlete | |
Charger | |
| |
| |
Notes | |
| |
Crossbow Expert | |
| |
| |
Defensive Duellist | |
| |
Dual Wielder | |
| |
Notes | |
| |
Dungeon Delver | |
| |
| |
Durable | |
| |
Notes | |
| |
Elemental Adept | |
| |
Notes | |
| |
Great Weapon Master | |
| |
| |
Notes | |
| |
Heavily Armoured | |
| |
Notes | |
| |
Heavy Armour Master | |
| |
Notes | |
| |
Lightly Armoured | |
| |
Lucky | |
| |
Mage Slayer | |
| |
| |
| |
Magic Initiate: Bard | |
| |
Magic Initiate: Cleric | |
| |
Notes | |
| |
Magic Initiate: Druid | |
| |
Magic Initiate: Sorcerer | |
| |
Magic Initiate: Warlock | |
| |
Magic Initiate: Wizard | |
| |
Martial Adept | |
| |
Medium Armour Master | |
| |
Notes | |
| |
Mobile | |
| |
| |
| |
Moderately Armoured | |
Requires Light armour Proficiency.
| |
Performer | |
| |
Polearm Master | |
| |
| |
Notes | |
| |
Resilient | |
| |
Notes | |
| |
Ritual Caster | |
| |
Notes | |
| |
Savage Attacker | |
| |
Sentinel | |
| |
| |
| |
Sharpshooter | |
| |
| |
Notes | |
| |
Shield Master | |
| |
| |
Notes | |
| |
Skilled | |
| |
Spell Sniper | |
| |
Notes | |
| |
Tavern Brawler | |
| |
Notes | |
| |
Tough | |
| |
War Caster | |
| |
| |
Notes | |
| |
Weapon Master | |
|
References[edit | edit source]
Footnotes[edit | edit source]
- ↑ 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)