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Feats

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Revision as of 07:04, 8 August 2023 by 206.217.210.46 (talk) (→‎Feats: Added explanation of charger's effects.)
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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
Passive Feature Generic Icon.png Alert
Athlete Icon.png Athlete
  • Your Strength Strength or Dexterity 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 Icon.png Charger
  • Gain the following weapon attacks:
    • Charger: Charge forward and slam your weapon into the first enemy in your way. Doesn't provoke Opportunity Attacks.
      • Use both an action and bonus action to charge up to 9m and make a melee attack that deals +5 damage.
    • Shove: Charge forward and Shove the first enemy in your way.
      • Shove distance depends on your Strength 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
Passive Feature Generic Icon.png Durable
Passive Feature Generic Icon.png Elemental Adept
  • Your spells ignore Resistance to a damage type of your choice. When you cast Spells of that type, you cannot roll a 1.

Damage resistance options are one of the following:

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 Strength by 1, to a maximum of 20.
  • Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Lightly Armoured Icon.png Lightly Armoured
Lucky Icon.png Lucky
Mage Slayer Icon.png Mage Slayer
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.
Passive Feature Generic Icon.png Medium Armor Master

(Requires Medium armour Proficiency)

Mobile Feat Icon.png Mobile
  • Your Movement Speed increases by 3 m / 10 ft.
  • 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.
Moderately Armoured Icon.png Moderately Armoured

(Requires Light armour Proficiency)

Passive Feature Generic Icon.png Performer
Passive Feature Generic Icon.png Polearm Master
Passive Feature Generic Icon.png Resilient

Ability choices are 1 of the following:

Passive Feature Generic Icon.png Ritual Caster
  • You learn two ritual Spells of your choice.
Passive Feature Generic Icon.png Savage Attacker
  • When making weapon attacks, you roll your damage dice twice and use the highest result.
Sentinel Icon.png Sentinel
  • When an enemy in melee range attacks an ally, you can use a Reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel feat.
  • You gain Advantage Icon.png Advantage on Opportunity Attacks, and when you hit a creature with an opportunity attack, it can no longer move for the rest of its turn.
Sharpshooter Icon.png Sharpshooter
  • Your ranged weapon attacks are not penalized for High Ground Rules.
  • Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack roll, but deal an additional 10 damage.
    • (This is a toggleable passive effect)
Shield Master Icon.png Shield Master
  • Gain a +2 bonus to Dexterity 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.
Passive Feature Generic Icon.png Tavern Brawler
  • Increase your Strength Strength or Constitution Constitution by 1, to a maximum of 20.
  • When you make an unarmed attack, use an improvised weapon, or throw something, your strength modifier is added twice to the damage and Attack rolls.
Tough Icon.png Tough
  • Hit Point maximum increased by 2 for each level.
War Caster 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.