Feats: Difference between revisions
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Revision as of 23:16, 14 February 2024
Feats are features that grant a character unique improvements. All classes select one feat at levels 4, 8 and 12 each, with fighters and rogues selecting an additional feat at levels 6 and 10, respectively.
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 | |
| |
Notes | |
| |
Alert | |
| |
Athlete | |
Charger | |
| |
| |
Notes | |
| |
Crossbow Expert | |
| |
| |
Defensive Duellist | |
| |
Dual Wielder | |
| |
Notes | |
| |
Dungeon Delver | |
| |
| |
Notes | |
| |
Durable | |
| |
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 | |
|
Footnotes
- ↑ Ability Improvement is not strictly speaking a feat, but it is listed and chosen as any other feat.
- ↑ 2.0 2.1 It's not stated in-game but Polearm Mastery works with Pikes too. Polearm Master is coded to work with any weapon that is tagged as a SPEAR or STAVE (quarterstaffs), and weapons with Extra Reach (Glaives, Halberds, and Pikes)