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== Available Feats ==
== Available Feats ==
 
{| class="wikitable" style="margin:auto;"
=== {{Icon|Passive Feature Generic Icon.png}} Ability Improvement ===
|-
! Class !! Gained Proficiency
|-
|style="width: 20%;"|{{anchor|Ability Improvement}} {{Icon|Passive Feature Generic Icon.png}} Ability Improvement ||
''Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.''
''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.
* 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.
* You can't increase an Ability Score above 20 using this feature.
 
|-
=== {{Icon|Athlete Icon.png}} Athlete ===
|{{anchor|Athlete}} {{Icon|Athlete Icon.png}} Athlete ||
* Increase [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
* Increase [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
* When you are [[Prone]], standing up uses less movement.
* When you are [[Prone]], standing up uses less movement.
 
|-
=== {{Icon|Defensive Duellist Icon.png}} Defensive Duellist ===
|{{anchor|Defensive Duellist}} {{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.
* 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]].
* Prerequisite: you must be wielding a [[Finesse|Finesse Weapon]] with which you are [[Proficiency|Proficient]].
 
|-
=== {{Icon|Dual Wielder Icon.png}} Dual Wielder ===
|{{anchor|Dual Wielder}}{{Icon|Dual Wielder Icon.png}} Dual Wielder ||
* Gain a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand.
* 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]].
* You can use two-weapon fighting even if your weapons aren't [[light (weapon property)|Light]].
 
|-
=== {{Icon|Great Weapon Master Icon.png}} Great Weapon Master ===
|{{anchor|Great Weapon Master}}{{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 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.
* 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.)''
** ''(This is a Toggleable Passive Effect; see [[Great Weapon Master: All In]] for more information.)''
 
|-
=== {{Icon|Heavily Armoured Icon.png}} Heavily Armoured ===
|{{anchor|Heavily Armoured}}{{Icon|Heavily Armoured Icon.png}} Heavily Armoured ||
''(Requires [[Armour#Medium Armour|Medium Armour]] [[Proficiency]])''
''(Requires [[Armour#Medium Armour|Medium Armour]] [[Proficiency]])''
* Increase your [[Strength]] by 1, to a maximum of 20.
* Increase your [[Strength]] by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{HeavyArmour}}.
* Gain [[Proficiency]] with {{HeavyArmour}}.
 
|-
=== {{Icon|Moderately Armoured Icon.png}} Moderately Armoured ===
|{{anchor|Moderately Armoured}}{{Icon|Moderately Armoured Icon.png}} Moderately Armoured ||
''(Requires [[Armour#Light Armour|Light Armour]] [[Proficiency]])''
''(Requires [[Armour#Light Armour|Light Armour]] [[Proficiency]])''
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
 
|-
=== {{Icon|Lightly Armoured Icon.png}} Lightly Armoured ===
|{{anchor|Lightly Armoured}}{{Icon|Lightly Armoured Icon.png}} Lightly Armoured ||
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{LightArmour}}.
* Gain [[Proficiency]] with {{LightArmour}}.
 
|-
=== {{Icon|Magic Initiate Bard Icon.png}} Magic Initiate: Bard ===
|{{anchor|Magic Initiate: Bard}}{{Icon|Magic Initiate Bard Icon.png}} Magic Initiate: Bard ||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Bard#Bard Spell List|Bard spell list]].
* 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]].
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]].
 
|-
=== {{Icon|Magic Initiate Cleric Icon.png}} Magic Initiate: Cleric ===
|{{anchor|Magic Initiate: Cleric}}{{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]].
* 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]].
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Wisdom]].
 
|-
=== {{Icon|Magic Initiate Druid Icon.png}} Magic Initiate: Druid ===
|{{anchor|Magic Initiate: Druid}}{{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]].
* 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]].
* 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 ===
|{{anchor|Magic Initiate: Sorcerer}}{{Icon|Magic Initiate Sorcerer Icon.png}} Magic Initiate: Sorcerer ||
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Sorcerer#Sorcerer Spell List|Sorcerer spell list]].
* 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]].
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]].
 
|-
=== {{Icon|Magic Initiate Warlock Icon.png}} Magic Initiate: Warlock ===
|{{anchor|Magic Initiate: Warlock}}{{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]].
* 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 can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]].
 
|-
=== {{Icon|Magic Initiate Wizard Icon.png}} Magic Initiate: Wizard ===
|{{anchor|Magic Initiate: Wizard}}{{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]].
* 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]].
* 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 ===
|{{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.
* 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]].
* You regain expended Superiority Dice after a [[Short Rest|Short]] or [[Long Rest]].
 
|-
=== {{Icon|Mobile Feat Icon.png}} Mobile ===
|{{anchor|Mobile}}{{Icon|Mobile Feat Icon.png}} Mobile ||
* Your [[Movement Speed]] increases by 3m / 10ft.
* Your [[Movement Speed]] increases by 3m / 10ft.
* When you use the [[Dash]] action, difficult terrain doesn't slow you down.
* 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.
* If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target.
 
|-
=== {{Icon|Passive Feature Generic Icon.png}} Performer ===
|{{anchor|Performer}}{{Icon|Passive Feature Generic Icon.png}} Performer ||
* Increase your [[Charisma]] by 1, to a maximum of 20.
* Increase your [[Charisma]] by 1, to a maximum of 20.
* Gain [[Musical Instrument]] [[Proficiency]].
* Gain [[Musical Instrument]] [[Proficiency]].
 
|-
=== {{Icon|Shield Master Icon.png}} Shield Master ===
|{{anchor|Shield Master}}{{Icon|Shield Master Icon.png}} Shield Master ||
* Gain a +2 bonus to Dexterity [[Saving Throws]] when wielding a [[Shield]].
* 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.
* 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 failed save, you only take half damage.
** 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.
 
|-
=== {{Icon|Passive Feature Generic Icon.png}} Skilled ===
|{{anchor|Skilled}}{{Icon|Passive Feature Generic Icon.png}} Skilled ||
* You gain [[Proficiency]] in 3 [[Skills]] of your choice.
* You gain [[Proficiency]] in 3 [[Skills]] of your choice.
 
|-
=== {{Icon|Tough Icon.png}} Tough ===
|{{anchor|Tough}}{{Icon|Tough Icon.png}} Tough ||
* [[Hit Points|Hit Point]] maximum increased by 2 for each level.
* [[Hit Points|Hit Point]] maximum increased by 2 for each level.
 
|-
=== {{Icon|Passive Feature Generic Icon.png}} Weapon Master ===
|{{anchor|Weapon Master}}{{Icon|Passive Feature Generic Icon.png}} Weapon Master ||
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
* Increase your [[Strength]] or [[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.
|}


{{Gameplay}}
{{Gameplay}}
[[Category:Character Creation]]
[[Category:Character Creation]]

Revision as of 10:48, 15 July 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, and 12, 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 receive more Feats/Ability Score Improvements than other classes, at levels 4, 6, 8, and 12.

Rogues also receive more Feats/Ability Score Improvements than other classes, at levels 4, 8, 10, and 12.

Not-Yet-Implemented Feats

The following Feats have been confirmed for the full release but are not currently available in Early Access:

  • Actor
  • Alert
  • Charger
  • Crossbow Expert
  • Dungeon Delver
  • Durable
  • Elemental Adept
  • Heavy Armour Master
  • Lucky
  • Mage Slayer
  • Medium Armour Master
  • Observant
  • Performer
  • Polearm Master
  • Resilient
  • Ritual Caster
  • Savage Attacker
  • Sentinel
  • Sharpshooter
  • Spell Sniper
  • Tavern Brawler
  • War Caster

Available Feats

Class Gained Proficiency
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