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'''Feats''' are properties a creature can choose to gain when leveling up.  Usually, certain levels will offer a choice between two points of [[Ability Score]] improvement, and choosing a Feat instead, though some Feats also bring a single point of Ability Score improvements with them.
'''Feats''' are powerful passive or active features a character can select at certain levels during the level up process.


{| class=wikitable
== Feat Selection Levels ==
|-
At levels 4, 8, 12, 16, and 20, characters must choose to take either a Feat or two points of [[Ability Score]] Improvement. Some Feats also include a single point of Ability Score Improvement.
| '''Athlete''' ||


Increase [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
[[Fighter]]s uniquely receive more Feats/Ability Score Improvements than other classes, at levels 4, 6, 8, 12, 14, 16, and 20.


When you are [[Prone]], standing up uses less movement.
== Available Feats ==


|-
=== {{Icon|Passive Feature Generic Icon.png}} Ability Improvement ===
| '''Defensive Duelist''' ||
''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.
* You can't increase an Ability Score above 20 using this feature.


When attacked with a melee attack, use your reaction to increase your [[Armour Class]] by 2, potentially causing the attack to miss.
=== {{Icon|Athlete Icon.png}} Athlete ===
* Increase [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
* When you are [[Prone]], standing up uses less movement.


Prerequisite: you must be wielding a [[Finesse|Finesse Weapon]] with which you are Proficient.
=== {{Icon|Defensive Duellist Icon.png}} Defensive Duellist ===
* When attacked with a melee attack, use your [[Reaction]] to increase your {{ArmourClass}} by 2, potentially causing the attack to miss.
* Prerequisite: you must be wielding a [[Finesse|Finesse Weapon]] with which you are [[Proficiency|Proficient]].


|-
=== {{Icon|Dual Wielder Icon.png}} Dual Wielder ===
| '''Dual Wielder''' ||
* Gain a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand.
* You can use two-weapon fighting even if your weapons aren't [[light (weapon property)|Light]].


Gain a +1 bonus to [[Armour Class]] while wielding a melee weapon in each hand.
=== {{Icon|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 [[Heavy (weapon property)|Heavy]] Melee Weapons you are [[Proficiency|Proficient]] with, [[Attack Roll]]s take a -5 penalty, but their damage increases by 10.
** ''(This is a Toggleable Passive Effect; see [[Great Weapon Master: All In]] for more information.)''


You can use two-weapon fighting even if your weapons aren't [[light (weapon property)|light]].
=== {{Icon|Heavily Armoured Icon.png}} Heavily Armoured ===
''(Requires [[Armour#Medium Armour|Medium Armour]] [[Proficiency]])''
* Increase your [[Strength]] by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{HeavyArmour}}.


|-
=== {{Icon|Moderately Armoured Icon.png}} Moderately Armoured ===
| '''Great Weapon Master''' ||
''(Requires [[Armour#Light Armour|Light Armour]] [[Proficiency]])''
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.


When an attack with a Melee Weapon scores a Critical Hit or kills a creature, you can make another Melee Weapon Attack as a [[Bonus Action]] that turn.
=== {{Icon|Lightly Armoured Icon.png}} Lightly Armoured ===
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{LightArmour}}.


When attacking with [[Heavy (weapon property)|Heavy]] Melee Weapons you are [[Proficiency|Proficient]] with, attack rolls take a -5 penalty, but their damage increases by 10. ''(Toggleable Passive Effect; see [[Great Weapon Master: All In]].)''
=== {{Icon|Magic Initiate Bard Icon.png}} Magic Initiate: Bard ===
|-
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Bard#Bard Spell List|Warlock spell list]].
| '''Heavily Armoured''' <br/> (Requires Medium Armour Proficiency) ||
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]].


Increase your [[Strength]] by 1, to a maximum of 20.
=== {{Icon|Magic Initiate Cleric Icon.png}} Magic Initiate: Cleric ===
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Cleric#Cleric Spell List|Cleric spell list]].
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Wisdom]].


Gain [[Armour#Armour Proficiency|Armour Proficiency]] with [[Armour#Heavy Armour|Heavy Armour]].
=== {{Icon|Magic Initiate Druid Icon.png}} Magic Initiate: Druid ===
* 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]].


|-
=== {{Icon|Magic Initiate Sorcerer Icon.png}} Magic Initiate: Sorcerer ===
| '''Moderately Armoured''' <br/> (Requires Light Armour Proficiency) ||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Sorcerer#Sorcerer Spell List|Sorcerer spell list]].
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]].


Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
=== {{Icon|Magic Initiate Warlock Icon.png}} Magic Initiate: Warlock ===
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Warlock#Warlock Spell List|Warlock spell list]].
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]].


You have [[Armour#Armour Proficiency|Armour Proficiency]] with [[Armour#Medium Armour|Medium Armour]] and [[Shield]]s.
=== {{Icon|Magic Initiate Wizard Icon.png}} Magic Initiate: Wizard ===
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Warlock#Warlock 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]].


|-
=== {{Icon|Martial Adept Icon.png}} Martial Adept ===
| '''Lightly Armoured''' ||
* 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]].


Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
=== {{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.


Gain [[Armour#Armour Proficiency|Armour Proficiency]] with [[Armour#Light Armour|Light Armour]].
=== {{Icon|Passive Feature Generic Icon.png}} Performer ===
* Increase your [[Charisma]] by 1, to a maximum of 20.
* Gain [[Musical Instrument]] [[Proficiency]].


|-
=== {{Icon|Shield Master Icon.png}} Shield Master ===
| '''Magic Initiate: Cleric''' ||
* Gain a +2 bonus to 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.


Learn 2 Cantrips and a 1st-level Spell from the [[Cleric#Cleric Spell List|Cleric spell list]].
=== {{Icon|Passive Feature Generic Icon.png}} Skilled ===
* You gain [[Proficiency]] in 3 [[Skills]] of your choice.


You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Wisdom]].
=== {{Icon|Tough Icon.png}} Tough ===
* [[Hit Points|Hit Point]] maximum increased by 2 for each level.


|-
=== {{Icon|Passive Feature Generic Icon.png}} Weapon Master ===
| '''Magic Initiate: Druid''' ||
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
 
* Gain [[Proficiency]] with four [[Weapon]] types of your choice.
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]].
 
|-
| '''Magic Initiate: Sorcerer''' ||
 
Learn 2 Cantrips and a 1st-level Spell from the [[Sorcerer#Sorcerer Spell List|Sorcerer spell list]].
 
You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Charisma]].
 
|-
| '''Magic Initiate: Warlock''' ||
 
Learn 2 Cantrips and a 1st-level Spell from the [[Warlock#Warlock Spell List|Warlock spell list]].
 
You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Charisma]].
 
|-
| '''Magic Initiate: Wizard''' ||
 
Learn 2 Cantrips and a 1st-level Spell from the [[Warlock#Warlock 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]].
 
|-
| '''Martial Adept''' ||
 
Learn two maneuvers 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.
 
|-
| '''Mobile''' ||
 
Your Movement Speed increases by 3m / 10ft.
 
When you use the Dash action, difficult terrain doesn't slow you down.
 
Moreover, if you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from your target.
 
|-
| '''Shield Master''' ||
 
Gain a +2 bonus to Dexterity [[Saving Throws]] when wielding a [[Shield|shield]].
 
|-
| '''Skilled''' ||
 
You gain [[Proficiency]] in 3 [[Character Creation#Skills|Skills]] of your choice.
 
|-
| '''Tough''' ||
 
Hit point maximum increased by 2 for each level.
 
|-
| '''Weapon Master''' ||
 
Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
 
Gain [[Proficiency]] with four [[Weapon]] types of your choice.
|}


[[Category:Gameplay Mechanics]]
[[Category:Gameplay Mechanics]]

Revision as of 23:59, 13 March 2023

Feats are powerful passive or active features a character can select at certain levels during the level up process.

Feat Selection Levels

At levels 4, 8, 12, 16, and 20, characters must choose to take either a Feat or two points of Ability Score Improvement. Some Feats also include a single point of Ability Score Improvement.

Fighters uniquely receive more Feats/Ability Score Improvements than other classes, at levels 4, 6, 8, 12, 14, 16, and 20.

Available Feats

Passive Feature Generic Icon.png Ability Improvement

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

Athlete Icon.png Athlete

Defensive Duellist Icon.png Defensive Duellist

Dual Wielder Icon.png Dual Wielder

  • Gain a +1 bonus to Armour Class Armour Class while wielding a melee weapon in each hand.
  • You can use two-weapon fighting even if your weapons aren't Light.

Great Weapon Master Icon.png Great Weapon Master

Heavily Armoured Icon.png Heavily Armoured

(Requires Medium Armour Proficiency)

Moderately Armoured Icon.png Moderately Armoured

(Requires Light Armour Proficiency)

Lightly Armoured Icon.png Lightly Armoured

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.

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.

Passive Feature Generic Icon.png Performer

Shield Master Icon.png Shield Master

  • Gain a +2 bonus to 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.

Passive Feature Generic Icon.png Skilled

Tough Icon.png Tough

  • Hit Point maximum increased by 2 for each level.

Passive Feature Generic Icon.png Weapon Master