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Feats: Difference between revisions

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* When you are [[Prone]], standing up uses less movement.
* When you are [[Prone]], standing up uses less movement.
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|{{anchor|Defensive Duellist}} {{Icon|Defensive Duellist Icon.png}} Defensive Duelist ||
|{{anchor|Defensive Duelist}} {{Icon|Defensive Duellist Icon.png}} Defensive Duelist ||
* 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]].

Revision as of 22:09, 21 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

Feat Description
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 Duelist
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