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Feats

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At class levels 4, 8, and 12[Needs Verification], 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.

Fighter Fighters and Rogue Rogues also gain access to bonus feats, with the fighter gaining a bonus feat at level 6 and the rogue at level 10.

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.

Passive Feature Generic Icon.png Actor
  • Your Charisma increases by 1, to a maximum of 20.
  • Your Proficiency Bonus is also doubled for Deception and Performance checks.
Passive Feature Generic Icon.png Alert
  • You gain a +5 bonus to Initiative and can't be Surprised.
Athlete Icon.png Athlete
  • Your Strength or Dexterity increases by 1, to a maximum of 20.
  • When you are Prone, standing up uses significantly less movement. Your jump distance also increases by 50%.
Charger
  • Gain the following weapon attacks:
    • Charger: Charge forward and slam your weapon into the first enemy in your way.
    • Shove: Charge forward and shove the first enemy in your way.
      • Shove distance depends on your Strength and the target's weight.
Passive Feature Generic Icon.png Crossbow Expert
Defensive Duellist Icon.png Defensive Duellist
Dual Wielder Icon.png Dual Wielder
  • You can use two-weapon fighting even if your weapons aren't Light, and you gain a +1 bonus to Armour Class Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Heavy weapons.
Passive Feature Generic Icon.png Dungeon Delver
Great Weapon Master Icon.png Great Weapon Master
Heavily Armoured Icon.png Heavily Armoured

(Requires Medium Armour Proficiency)

Passive Feature Generic Icon.png Heavy Armour Master

(Requires Heavy Armour Proficiency)

  • Increase your Strength by 1, to a maximum of 20.
  • Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Moderately Armoured Icon.png Moderately Armoured

(Requires Light Armour Proficiency)

Lightly Armoured Icon.png Lightly Armoured
Lucky
Mage Slayer
  • When a creature casts a spell in melee range, you can use a Reaction to make an attack against them.
  • Enemies you hit have disadvantage on Concentration Concentration Saving Throws.
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 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.
Passive Feature Generic Icon.png Performer
Passive Feature Generic Icon.png Ritual Caster
  • You learn two ritual spells of your choice.
Savage Attacker
  • When making weapon attacks, damage is rolled twice and the higher number is used.
Sentinel
  • When an enemy in melee range attacks an ally, you can use a reaction to make a weapon attack against that enemy.
  • You gain Advantage Icon.png Advantage on Opportunity Attacks. Creatures hit by you with an Opportunity Attack can no longer move for the rest of their turn.
Sharpshooter
  • Ranged weapon attacks are not penalized for High Ground Rules.
  • Ranged weapon attacks with proficient weapons have a -5 penalty to attack, but deal an additional 10 damage.
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
Passive Feature Generic Icon.png 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.
Tavern Brawler
  • Add your Strength modifier twice to the damage of all unarmed, improvised weapon, and throw attacks
Tough Icon.png Tough
  • Hit Point maximum increased by 2 for each level.
Passive Feature Generic Icon.png War Caster
Passive Feature Generic Icon.png Weapon Master

Trivia

  • Some feats were changed from their D&D 5e counterparts. For a detailed comparison see D&D 5e Feat Changes.