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{{PageSeo
{{PageSeo
| description = Feats are passive features that provide unique improvements to your character, allowing for deeper customisation.
| description = Feats are features that provide unique improvements to your character, allowing for deeper customisation.
| image = Passive Feature Generic Icon.png
| image = Passive Feature Generic Icon.png
}}
}}
At character levels 4, 8, and 12,{{verify}} 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.
'''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.


{{Class|Fighter}}s and {{Class|Rogue}}s also gain access to bonus feats, with the fighter gaining a bonus feat at level '''6''' and the rogue 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''.


Note: The following feats, while confirmed for the full release of the game, are not available during the Early Access period.
== List of all feats ==
 
<!-- Note that it is not required to define the number of rows per feat as of 04/26/2024 -->
{{div col | style = column-width: 20em;}}
{{table begin|colspan1=1|header1=Name|colspan2=1|header2=Description|style=margin:auto; width:100%; padding:0;}}
* Actor
{{table feat
* Alert
| name = Ability Improvement
* Charger
| description =
* Crossbow Expert
* Increase one [[Abilities|ability score]] by 2, or two ability scores by 1, up to a maximum of 20.
* Dungeon Delver
}}
* Durable
{{table feat
* Elemental Adept
| name = Actor
* Heavy Armour Master
| feature1 = Actor
* Lucky
| description1 =
* Mage Slayer
* Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20.
* Medium Armour Master
* You gain [[Proficiency#Expertise|expertise]] in [[Deception]] and [[Performance]].
* Observant
| notes =
* Performer
* If not already [[Proficiency#Skill proficiency|proficient]], the character also gains proficiency in the chosen skills.
* Polearm Master
| rows = 4
* Resilient
}}
* Ritual Caster
{{table feat
* Savage Attacker
| name = Alert
* Sentinel
| feature1 = Alert
* Sharpshooter
| description1 =
* Spell Sniper
* You gain a +5 bonus to [[initiative]] and can't be {{cond|Surprised}}.
* Tavern Brawler
| rows = 2
* War Caster
}}  
{{div col end}}
{{table feat
 
| name = Athlete
== Feats ==
| feature1 = Athlete: Standing Up
{| class="wikitable" style="margin:auto;"
| description1 =
|-
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
! Feat !! Description
* When you are {{Cond|Prone}}, standing up uses significantly less movement.
|-
* Your {{SAI|Jump}} distance also increases by 50%.
|style="width: 23%;"|{{anchor|Ability Improvement}} {{Icon|Passive Feature Generic Icon.png}} Ability Improvement ||
| rows = 2
''Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.''
}}
* Increase one [[Ability Score]] by 2, or two [[Ability Score]]s by 1.
{{table feat
* You can't increase an Ability Score above 20 using this feature.
| name = Charger
|-
| description =
|{{anchor|Actor}} {{Icon|Passive Feature Generic Icon.png}} Actor||
| feature1 = Charger: Weapon Attack
* Your [[Charisma]] increases by 1, to a maximum of 20.
| description1 =
* Your [[Proficiency Bonus]] is also doubled for Deception and Performance checks.
* Charge forward and slam your weapon into the first enemy in your way without provoking {{SAI|Opportunity Attack|Opportunity Attacks}}.
|-
| feature2 = Charger: Shove
|{{anchor|Alert}} {{Icon|Passive Feature Generic Icon.png}} Alert||
| description2 =
* You gain a +5 bonus to Initiative and can't be [[Initiative|Surprised]].
* Charge forward and {{SAI|Shove}} the first enemy in your way.
|-
* Shove distance depends on your {{Ability|Strength}} and the target's weight.
|{{anchor|Athlete}} {{Icon|Athlete Icon.png}} Athlete ||
| feature3 =
* Your [[Strength]] or [[Dexterity]] increases by 1, to a maximum of 20.
| description3 =
* When you are [[Prone]], standing up uses significantly less movement. Your [[Jump (Bonus Action)|jump]] distance also increases by 50%.
| notes =
|-
* Charger: Weapon attack uses {{Action|both}}, moves up to {{Distance|m=9}}, and makes a melee attack with +5 damage.
|{{anchor|Crossbow Expert}} {{Icon|Passive Feature Generic Icon.png}} Crossbow Expert ||
** This counts as a single weapon attack, and benefits from {{SAI|Extra Attack}}.
* When you make crossbow attacks within melee range, the [[Attack Rolls]] do not have [[Disadvantage]].
* As a Shove, Charger: Shove does not count as an actual attack.
* Your [[Piercing Shot]] also inflicts [[Gaping Wounds]] for twice as long.
| rows = 6
|-
}}
|{{anchor|Defensive Duellist}} {{Icon|Defensive Duellist Icon.png}} Defensive Duellist ||
{{table feat
* 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 2, possibly causing the attack to miss.
| name = Crossbow Expert
|-
| description =
|{{anchor|Dual Wielder}}{{Icon|Dual Wielder Icon.png}} Dual Wielder ||
| feature1 =Crossbow Expert: Point-Blank
* You can use two-weapon fighting even if your weapons aren't [[light (weapon property)|Light]], and you gain a bonus to {{ArmourClass}} while wielding a melee weapon in each hand. You cannot dual-wield [[Heavy (weapon property)|Heavy]] weapons.
| description1 =
|-
* When you make crossbow attacks within melee range, the attack rolls do not have {{Disadvantage}}.
|{{anchor|Dungeon Delver}} {{Icon|Passive Feature Generic Icon.png}} Dungeon Delver ||
| feature2 = Crossbow Expert: Wounding
* You gain [[Advantage]] on [[Perception|Perception Checks]] made to detect hidden objects and on [[Saving Throws]] made to avoid or resist traps.
| description2 =
* You gain Resistance to the damage dealt by traps.
* Your {{SAI|Piercing Shot}} also inflicts {{Cond|Gaping Wounds}} for twice as long.
|-
| feature3 =
|{{anchor|Great Weapon Master}}{{Icon|Great Weapon Master Icon.png}} Great Weapon Master ||
| description3 =
* 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.
| notes =
* When attacking with [[Heavy (weapon property)|Heavy]] Melee Weapons you are [[Proficiency|Proficient]] with, [[Attack Roll]]s take a -5 penalty, but their damage increases by 10.
| rows = 4
** ''(This is a Toggleable Passive Effect; see [[Great Weapon Master: All In]] for more information.)''
}}  
|-
{{table feat
|{{anchor|Heavily Armoured}}{{Icon|Heavily Armoured Icon.png}} Heavily Armoured ||
| name = Defensive Duellist
''(Requires [[Armour#Medium Armour|Medium Armour]] [[Proficiency]])''
| description =
* Increase your [[Strength]] by 1, to a maximum of 20.
| 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.  
| 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 =
* 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.
| rows = 3
}}  
{{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 =
|{{anchor|Heavy Armour Master}}{{Icon|Passive Feature Generic Icon.png}} Heavy Armour Master ||
* Requires {{MediumArmour}} [[Proficiency]].
''(Requires [[Armour#Heavy Armour|Heavy Armour]] [[Proficiency]])''
| rows = 4
* Increase your [[Strength]] by 1, to a maximum of 20.
}}  
{{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.
* Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
|-
| notes =
|{{anchor|Moderately Armoured}}{{Icon|Moderately Armoured Icon.png}} Moderately Armoured ||
* Requires {{HeavyArmour}} [[Proficiency]].
''(Requires [[Armour#Light Armour|Light Armour]] [[Proficiency]])''
| rows = 4
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
}}
{{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}}.
| notes =
| rows = 2
}}
{{table feat
| name = Lucky
| description =
| 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 =
| rows = 2
}}
{{table feat
| name = Mage Slayer
| 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.
| 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
| description3 =
* Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s.
| notes =
| rows = 6
}}
{{table feat
| name = Magic Initiate: Bard
| description =
| feature1 = Magic Initiate: Bard
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[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 [[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}}.
 
* 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 =
| description2 =
| feature3 =
| description3 =
| notes =
* 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
| name = Magic Initiate: Druid
| description =
| feature1 = Magic Initiate: Druid
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[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 [[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 [[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 [[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 =
* Your [[Movement Speed]] increases by {{Distance|m=3|ft=10}}.
| feature1 = Mobile: Evade Difficult Terrain
| description1 = * When you use the {{SAI|Dash}} action, [[Difficult Terrain]] doesn't slow you down.
| feature2 = Mobile: Evade Opportunity Attack
| description2 = * If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target.
| notes =
| rows = 5
}}
{{table feat
| name = Moderately Armoured
| description =
| feature1 = Moderately Armoured
| description1 =
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}}.
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
|-
| feature2 =
|{{anchor|Lightly Armoured}}{{Icon|Lightly Armoured Icon.png}} Lightly Armoured ||
| description2 =
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
| feature3 =
* Gain [[Proficiency]] with {{LightArmour}}.
| description3 =
|-
| notes =
|{{anchor|Magic Initiate: Bard}}{{Icon|Magic Initiate Bard Icon.png}} Magic Initiate: Bard ||
| rows = 2
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Bard#Bard Spell List|Bard spell list]].
}}  
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]].
{{table feat
|-
| name = Performer
|{{anchor|Magic Initiate: Cleric}}{{Icon|Magic Initiate Cleric Icon.png}} Magic Initiate: Cleric ||
| feature1 = Performer
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Cleric#Cleric Spell List|Cleric spell list]].
| description1 =
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Wisdom]].
* Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20.
|-
* Gain [[Instruments|Musical Instrument]] [[Proficiency#Instrument_proficiency|Proficiency]].
|{{anchor|Magic Initiate: Druid}}{{Icon|Magic Initiate Druid Icon.png}} Magic Initiate: Druid ||
| rows = 2
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Druid#Druid Spell List|Druid spell list]].
}}  
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Wisdom]].
{{table feat
|-
| name = Polearm Master
|{{anchor|Magic Initiate: Sorcerer}}{{Icon|Magic Initiate Sorcerer Icon.png}} Magic Initiate: Sorcerer ||
| description =
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Sorcerer#Sorcerer Spell List|Sorcerer spell list]].
| feature1 = Polearm Master: Bonus Attack
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]].
| 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.  
|{{anchor|Magic Initiate: Warlock}}{{Icon|Magic Initiate Warlock Icon.png}} Magic Initiate: Warlock ||
| feature2 = Polearm Master: Opportunity Attack
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Warlock#Warlock Spell List|Warlock spell list]].
| description2 =
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]].
|-
|{{anchor|Magic Initiate: Wizard}}{{Icon|Magic Initiate Wizard Icon.png}} Magic Initiate: Wizard  ||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Wizard#Wizard_Spell_List|Wizard spell list]].
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Intelligence]].
|-
|{{anchor|Martial Adept}}{{Icon|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 Rest|Short]] or [[Long Rest]].
|-
|{{anchor|Mobile}}{{Icon|Mobile Feat Icon.png}} Mobile ||
* Your [[Movement Speed]] increases by 3m / 10ft.
* 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.
|-
|{{anchor|Polearm Master}}{{Icon|Passive Feature Generic Icon.png}} Polearm Master ||
* When attacking with a glaive, halberd, quarterstaff, or spear, you can use a bonus action to attack with the butt of your weapon.
* 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.
|-
| feature3 =
|{{anchor|Performer}}{{Icon|Passive Feature Generic Icon.png}} Performer ||
| description3 =
* Increase your [[Charisma]] by 1, to a maximum of 20.
| notes =
* Gain [[Musical Instrument]] [[Proficiency]].
* 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|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''')}})
|{{anchor|Ritual Caster}}{{Icon|Passive Feature Generic Icon.png}} Ritual Caster ||
| rows = 6
* You learn two ritual spells of your choice.
}}
|-
{{table feat
|{{anchor|Shield Master}}{{Icon|Shield Master Icon.png}} Shield Master ||
| name = Resilient
* Gain a +2 bonus to Dexterity [[Saving Throws]] when wielding a [[Shield]].
| description =
* 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.
| feature1 = Resilient
** On a failed save, you only take half damage.
| description1 =
** On a successful save, you don't take any damage, even if you normally would.
* You increase an [[Ability Scores|Ability]] by 1, to a maximum of 20.
|-
* Gain [[Proficiency]] in that ability's {{SavingThrow|Saving Throws}}.
|{{anchor|Skilled}}{{Icon|Passive Feature Generic Icon.png}} Skilled ||  
| 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 {{Icon|Ritual_Spell_Icon.png|24px}} [[Spells#Ritual_Spells|Ritual Spells]] of your choice.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
* The spells must be two of these:
** {{SAI|Enhance Leap}}
** {{SAI|Disguise Self}}
** {{SAI|Find Familiar}}
** {{SAI|Longstrider}}
** {{SAI|Speak with Animals}}
** {{SAI|Speak with Dead}}
| rows = 4
}}
{{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 =
|{{anchor|Tough}}{{Icon|Tough Icon.png}} Tough ||
| 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 cantrip you learn must be one that requires an attack roll, which include the following:
** {{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.
| 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 =
|{{anchor|War Caster}}{{Icon|Passive Feature Generic Icon.png}} War Caster ||
| description2 =
* Gain [[Advantage]] on Saving Throws to maintain [[Concentration]] on a spell.
| feature3 =
* You can also use a reaction to cast [[Shocking Grasp]] at a target moving out of melee range.
| description3 =
|-
| notes =
|{{anchor|Weapon Master}}{{Icon|Passive Feature Generic Icon.png}} Weapon Master ||
| rows = 2
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
}}  
{{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 =
==Trivia==
| rows = 2
* Some feats were changed from their D&D 5e counterparts. For a detailed comparison see [[D&D 5e Feat Changes]].
}}  
{{table end}}
 
== References ==
{{reflist}}


{{GameplayNavbox}}
== Footnotes ==
[[Category:Character Creation]]
{{notelist}}
{{NavGameplay}}
[[Category:Class-related articles]]
[[Category:Character creation]]

Latest revision as of 01:33, 29 May 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
  • Increase one ability score by 2, or two ability scores by 1, up to a maximum of 20.
Actor Actor Actor
Notes
  • If not already proficient, the character also gains proficiency in the chosen skills.
Alert Alert Alert
Athlete Athlete: Standing Up Athlete: Standing Up
  • Your Strength icon.png Strength or Dexterity icon.png 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 Charger: Weapon Attack
  • Charge forward and slam your weapon into the first enemy in your way without provoking Opportunity Attacks Opportunity Attacks.
Charger: Shove Charger: Shove
  • Charge forward and Shove Shove the first enemy in your way.
  • Shove distance depends on your Strength icon.png 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 Extra Attack.
  • As a Shove, Charger: Shove does not count as an actual attack.
Crossbow Expert Crossbow Expert: Point-Blank 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 Crossbow Expert: Wounding
Defensive Duellist Defensive Duellist Defensive Duellist
Dual Wielder 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 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: Perception
Dungeon Delver: Resist Traps Dungeon Delver: Resist Traps
Durable Durable Durable
Notes
  • For Wild Shape, this adds +1 Constitution icon.png Constitution and full HP on a short rest, but does not increase Wild Shape form HP. [1]
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 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 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 Heavily Armoured
Notes
Heavy Armour Master Heavy Armour Master Heavy Armour Master
  • Your Strength icon.png 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 Lightly Armoured
Lucky Lucky Lucky
Mage Slayer Mage Slayer: Saving Throw Advantage Mage Slayer: Saving Throw Advantage
Mage Slayer: Attack Caster 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 Mage Slayer: Break Concentration
Magic Initiate: Bard Magic Initiate: Bard Magic Initiate: Bard
Magic Initiate: Cleric 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 icon.png 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: Druid
Magic Initiate: Sorcerer Magic Initiate: Sorcerer Magic Initiate: Sorcerer
Magic Initiate: Warlock Magic Initiate: Warlock Magic Initiate: Warlock
Magic Initiate: Wizard Magic Initiate: Wizard Magic Initiate: Wizard
Martial Adept Martial Adept Martial Adept
Medium Armour Master Medium Armour Master Medium Armour Master
Notes
Mobile
Mobile: Evade Difficult Terrain Mobile: Evade Difficult Terrain
Mobile: Evade Opportunity Attack 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 Moderately Armoured

Requires Light armour Proficiency.

Performer Performer Performer
Polearm Master Polearm Master: Bonus Attack Polearm Master: Bonus Attack
Polearm Master: Opportunity 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 1])
Resilient Resilient Resilient
Notes
Ritual Caster Ritual Caster: Free Spells Ritual Caster: Free Spells
Notes
Savage Attacker Savage Attacker Savage Attacker
  • When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Sentinel Sentinel: Vengeance 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: Snare
Sentinel: Opportunity Advantage Sentinel: Opportunity Advantage
Sharpshooter Sharpshooter: Low Ground Sharpshooter: Low Ground
Sharpshooter: All In 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
Shield Master: Block 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
  • 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 Dexterity saving throw.
Skilled Skilled Skilled
Spell Sniper 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 Tavern Brawler
  • Your Strength icon.png Strength or Constitution icon.png 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.
Notes
  • Unarmed attacks that use Dexterity icon.png 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 Tough
  • Hit Point maximum increased by 2 for each level.
War Caster War Caster: Concentration War Caster: Concentration
War Caster: Opportunity Spell War Caster: Opportunity Spell
Notes
  • This feat does not grant the ability to use Shocking Grasp Shocking Grasp at will. Unless you know it from another source, you can only use 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 icon.png Wisdom modifier
Weapon Master Weapon Master Weapon Master

References[edit | edit source]

Footnotes[edit | edit source]

  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)