Feats: Difference between revisions

From Baldur's Gate 3 Wiki
Jump to navigation Jump to search
m (added "that recharge after a Long Rest" to Luck points.)
Tags: Mobile edit Mobile web edit
(47 intermediate revisions by 15 users not shown)
Line 1: Line 1:
{{PageSeo
{{PageSeo
| description = Feats are passive features that provide unique improvements to your character, allowing for deeper customisation.
| description = Feats are features that provide unique improvements to your character, allowing for deeper customisation.
| image = Passive Feature Generic Icon.png
| image = Passive Feature Generic Icon.png
}}
}}
At class levels 4, 8, and 12, 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.
'''Feats''' are features that grant a character unique improvements. All classes select one feat at levels 4, 8 and 12 each. [[Fighter|Fighters]] select an additional feat at level 6; [[Rogue|rogues]] select an additional feat at level 10.


{{Class|Fighter}}s and {{Class|Rogue}}s also gain access to bonus feats, respectively at level '''6''' and level '''10'''.
See  [[D&D 5e feat changes]] for an overview of difference between feats in ''5e D&D'' and ''Baldur's Gate 3''.
== Feats ==
{| class="wikitable" style="margin:auto;"
|-
! Feat !! Description
|-
|style="width: 23%;"|{{anchor|Ability Improvement}} '''Ability Improvement''' ||
''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.
|-
|{{anchor|Actor}} '''Actor''' ||
'''{{SAI|Actor|w=30}}'''
* Your {{Ability|Charisma}} increases by 1, to a maximum of 20.
* Your [[Proficiency Bonus]] is also doubled for [[Deception]] and [[Performance]] checks.
* Note: despite not mentioning this in the tooltip, the character also gains proficiency in these 2 skills if they didn't have those proficiencies yet (tested for game version: 4.1.1.4079877 (Patch 5)).
|-
|{{anchor|Alert}} '''Alert''' ||
'''{{SAI|Alert|w=30}}'''
:* You gain a +5 bonus to [[Initiative]] and can't be [[Initiative|Surprised]].
|-
|{{anchor|Athlete}} '''Athlete''' ||
'''{{SAI|Athlete: Standing Up|w=30}}'''
:* Your {{Ability|Strength}} or {{Ability|Dexterity}} increases by 1, to a maximum of 20.
:* When you are {{Cond|Prone}}, standing up uses significantly less movement. Your {{SAI|Jump}} distance also increases by 50%.
|-
|{{anchor|Charger}} '''Charger''' ||
Gain the following weapon attacks:


'''{{SAI|Charger: Weapon Attack|w=30}}'''
== List of all feats ==
:* Charge forward and slam your weapon into the first enemy in your way without provoking [[Opportunity Attack]]s.
{{table begin|colspan1=1|header1=Name|colspan2=1|header2=Description|style=margin:auto; width:100%; padding:0;}}
:* Notes:
{{table feat
:** Use both an action and bonus action, move up to 9m, and make a melee attack with +5 damage.
| name = Ability Improvement
:** This counts as a single weapon attack, not a full Action, so it is possible to follow up with abilities like [[Extra Attack]].
| description =
* Increase one [[ability score]] by 2, or two ability scores by 1, up to a maximum of 20.{{note|Ability Improvement is not strictly speaking a feat, but it is listed and chosen as any other feat.}}
}}
{{table feat
| name = Actor
| feature1 = Actor
| description1 =
* Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20.
* You gain [[Proficiency#Expertise|expertise]] in [[Deception]] and [[Performance]].
| notes =
* Despite not being mentioned in the tooltip, the character also gains proficiency in these 2 skills if they didn't have those proficiencies yet
| rows = 4
}}
{{table feat
| name = Alert
| feature1 = Alert
| description1 =
* You gain a +5 bonus to [[initiative]] and can't be {{cond|Surprised}}.
| rows = 2
}}
{{table feat
| name = Athlete
| feature1 = Athlete: Standing Up
| description1 =
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* When you are {{Cond|Prone}}, standing up uses significantly less movement.
* Your {{SAI|Jump}} distance also increases by 50%.
| rows = 2
}}
{{table feat
| name = Charger
| description =
| feature1 = Charger: Weapon Attack
| description1 =
* Charge forward and slam your weapon into the first enemy in your way without provoking [[Opportunity Attack]]s.
| feature2 = Charger: Shove
| description2 =
* Charge forward and {{SAI|Shove}} the first enemy in your way.
* Shove distance depends on your Strength and the target's weight.
| feature3 =
| description3 =
| notes =
* Charger: Weapon attack uses {{Action|both}}, moves up to 9 m / 30 ft, and makes a melee attack with +5 damage.
** This counts as a single weapon attack, and benefits from [[Extra Attack]].
* As a Shove, Charger: Shove does not count as an actual attack.
| rows = 6
}}
{{table feat
| name = Crossbow Expert
| description =
| feature1 =Crossbow Expert: Point-Blank
| description1 =
* When you make crossbow attacks within melee range, the attack rolls do not have {{Disadvantage}}.
| feature2 = Crossbow Expert: Wounding
| description2 =
* Your {{SAI|Piercing Shot}} also inflicts {{Cond|Gaping Wounds}} for twice as long.
| feature3 =
| description3 =
| notes =
| rows = 4
}}
{{table feat
| name = Defensive Duellist
| description =
| feature1 = Defensive Duellist
| description1 =
* When you are attacked with a melee attack while wielding a [[Finesse|Finesse weapon]] you are [[Proficiency|proficient]] in, you can use a {{action|Reaction}} to increase your {{Armour Class}} by your proficiency bonus, possibly causing the attack to miss. Requires {{Ability|Dexterity}} to be higher than 13.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Dual Wielder
| description =
| feature1 = Dual Wielder
| description1 =
* You can use Two-Weapon Fighting even if your weapons aren't [[light (weapon property)|Light]].
* You cannot dual-wield [[Heavy (weapon property)|Heavy]] weapons.
| feature2 = Dual Wielder: Bonus Armour Class
| description2 =
* You have a +1 bonus to {{Armour Class}} while wielding a melee weapon in each hand.
| feature3 =
| description3 =
| notes =
* This feat doesn't give the [[Fighting_Style|Two-Weapon Fighting]] style, it just allows a creature to dual wield non-light non-heavy weapons.
| rows = 6
}}
{{table feat
| name = Dungeon Delver
| description =
| feature1 = Dungeon Delver: Perception
| description1 =
* You gain {{Advantage}} on [[Perception]] checks made to detect hidden objects and on {{Saving Throw}}s made to avoid or resist traps.
| feature2 = Dungeon Delver: Resist Traps
| description2 =
* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|resistance]] to the damage dealt by traps.
| feature3 =
| description3 =
| notes =
| rows = 4
}}
{{table feat
| name = Durable
| description =
| feature1 = Durable
| description1 =
* Your {{Ability|Constitution}} ability score increases by 1, to a maximum of 20.
* Regain full [[hit points]] every time you take a [[short rest]].
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Elemental Adept
| description =
* Spells you cast ignore [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|resistance]] to a damage type of your choice. In addition, when you deal that type of damage with a [[Spells|spell]], you cannot roll a 1.
* Damage resistance options are one of the following:
** {{SAI|Elemental Adept: Acid}}
** {{SAI|Elemental Adept: Cold}}
** {{SAI|Elemental Adept: Lightning}}
** {{SAI|Elemental Adept: Fire}}
** {{SAI|Elemental Adept: Thunder}}
| feature1 =
| description1 =
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =* "You cannot roll a 1" means that any 1 rolled is treated as a 2.
| rows = 3
}}
{{table feat
| name = Great Weapon Master
| description =
| feature1 = Great Weapon Master: Bonus Attack
| description1 = * When an attack with a melee weapon lands a [[Critical Hit]] or kills a creature, you can make another melee weapon attack as a {{Action|Bonus}} that turn.
| feature2 = Great Weapon Master: All In
| description2 =
* When attacking with a {{Two-Handed}} or {{Versatile}} melee weapon (in both hands) that you are [[Proficiency|Proficient]] with, {{Attack Roll}}s take a -5 penalty, but their damage increases by 10.
| feature3 =
| description3 =
| notes =
* All In is a toggleable passive ability.
| rows = 6
}}
{{table feat
| name = Heavily Armoured
| description =
| feature1 = Heavily Armoured
| description1 =
* Your {{Ability|Strength}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{HeavyArmour}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
* Requires {{MediumArmour}} [[Proficiency]].
| rows = 4
}}
{{table feat
| name = Heavy Armour Master
| description =
| feature1 = Heavy Armour Master
| description1 =
* Your {{Ability|Strength}} ability score increases by 1, to a maximum of 20.
* Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
* Requires {{HeavyArmour}} [[Proficiency]].
| rows = 4
}}
{{table feat
| name = Lightly Armoured
| description =
| feature1 = Lightly Armoured
| description1 =
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{LightArmour}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Lucky
| description =
| feature1 = Lucky
| description1 =
* You gain 3 Luck Points that recharge after a [[Long Rest]], which you can use to gain {{Advantage}} on {{Attack Roll}}s, {{Ability Check}}s, or {{SavingThrow}}s, or to make an enemy reroll their {{Attack Roll}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Mage Slayer
| description =
| feature1 = Mage Slayer: Saving Throw Advantage
| description1 =
* When a creature casts a [[Spells|Spell]] within melee range of you, you have {{Advantage}} on any {{SavingThrow}}s against it.
| feature2 = Mage Slayer: Attack Caster
| description2 =
* You can use a {{action|Reaction}} to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.
| feature3 = Mage Slayer: Break Concentration
| description3 =
* Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s.
| notes =
| rows = 6
}}
{{table feat
| name = Magic Initiate: Bard
| description =
| feature1 = Magic Initiate: Bard
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Bard/Spells|Bard spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Magic Initiate: Cleric
| description =
| feature1 = Magic Initiate: Cleric
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Cleric/Spells|Cleric spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}.


'''{{SAI|Charger: Shove|w=30}}'''
* Bug: when you wear medium armour, the bonus to {{Armour Class}} you can gain from your {{Ability|Dexterity}} modifier also becomes +3 instead of +2.  
:* Charge forward and {{SAI|Shove}} the first enemy in your way.
| feature2 =
:* Notes:
| description2 =
:** Shove distance depends on your {{Ability|Strength}} and the target's weight.
| feature3 =
:** This counts as a full Action.
| description3 =
|-
| notes =  
|{{anchor|Crossbow Expert}} '''Crossbow Expert''' ||
* The AC bonus increase is not listed in-game, and can also be gained by taking the [[Medium Armour Master]] feat.
'''{{SAI|Crossbow Expert: Point-Blank|w=30}}'''
| rows = 4
:* When you make crossbow attacks within melee range, the {{Attack Roll}}s do not have {{Disadvantage}}.
}}  
 
{{table feat
'''{{SAI|Crossbow Expert: Wounding|w=30}}'''
| name = Magic Initiate: Druid
:* Your {{SAI|Piercing Shot}} also inflicts {{Cond|Gaping Wounds}} for twice as long.
| description =  
|-
| feature1 = Magic Initiate: Druid
|{{anchor|Defensive Duellist}} '''Defensive Duellist''' ||
| description1 =
'''{{SAI|Defensive Duellist|w=30}}'''
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Druid/Spells|Druid spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}.
:* When you are attacked with a melee attack while wielding a [[Finesse|Finesse Weapon]] you are [[Proficiency|Proficient]] in, you can use a [[Reaction]] to increase your {{ArmourClass}} by your [[Proficiency Bonus]], possibly causing the attack to miss.
| feature2 =
|-
| description2 =
|{{anchor|Dual Wielder}} '''Dual Wielder''' ||
| feature3 =
 
| description3 =
'''{{SAI|Dual Wielder: Bonus Armour Class|w=30}}'''
| notes =
:* You have a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand.
| rows = 2
 
}}  
'''{{SAI|Dual Wielder|w=30}}'''
{{table feat
:* You can use Two-Weapon Fighting even if your weapons aren't [[light (weapon property)|Light]] You cannot dual-wield [[Heavy (weapon property)|Heavy]] weapons.
| name = Magic Initiate: Sorcerer
* Note: the feat is very ambiguously worded. Testing shows it doesn't actually give the [[Fighting_Style|Two-Weapon Fighting]] style, it just allows you to dual wield non-light non-heavy weapons.
| description =
|-
| feature1 = Magic Initiate: Sorcerer
|{{anchor|Dungeon Delver}} '''Dungeon Delver''' ||
| description1 =
'''{{SAI|Dungeon Delver: Perception|w=30}}'''
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Sorcerer/Spells|Sorcerer spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
:* You gain {{Advantage}} on [[Perception]] checks made to detect hidden objects and on {{SavingThrow}}s made to avoid or resist traps.
| feature2 =
 
| description2 =
'''{{SAI|Dungeon Delver: Resist Traps|w=30}}'''
| feature3 =
:* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to the damage dealt by traps.
| description3 =
|-
| notes =
|{{anchor|Durable}} '''Durable''' ||
| rows = 2
'''{{SAI|Durable|w=30}}'''
}}  
:* {{Ability|Constitution}} increases by 1, to a maximum of 20.
{{table feat
:* Regain full [[Hit Points]] every time you take a [[Short Rest]].
| name = Magic Initiate: Warlock
|-
| description =
|{{anchor|Elemental Adept}} '''Elemental Adept''' ||
| feature1 = Magic Initiate: Warlock
* Spells you cast ignore [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to a damage type of your choice. In addition, when you deal that type of damage with a [[Spells|Spell]], you cannot roll a 1.
| description1 =
 
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Warlock/Spells|Warlock spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
Damage resistance options are one of the following:<br>
| feature2 =
* '''{{SAI|Elemental Adept: Acid}}'''
| description2 =
* '''{{SAI|Elemental Adept: Cold}}'''
| feature3 =
* '''{{SAI|Elemental Adept: Lightning}}'''
| description3 =
* '''{{SAI|Elemental Adept: Fire}}'''
| notes =
* '''{{SAI|Elemental Adept: Thunder}}'''
| rows = 2
|-
}}
|{{anchor|Great Weapon Master}} '''Great Weapon Master''' ||
{{table feat
'''{{SAI|Great Weapon Master: Bonus Attack|w=30}}'''
| name = Magic Initiate: Wizard
:* 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.
| description =
 
| feature1 = Magic Initiate: Wizard
'''{{SAI|Great Weapon Master: All In|w=30}}'''
| description1 =
:* When attacking with a {{Two-Handed}} or {{Versatile}} melee weapon (in both hands) that you are [[Proficiency|Proficient]] with, {{Attack Roll}}s take a -5 penalty, but their damage increases by 10.
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Wizard/Spells|Wizard spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Intelligence}}.
:* Note: This is a toggleable passive ability.
| feature2 =
|-
| description2 =
|{{anchor|Heavily Armoured}} '''Heavily Armoured'''<br>''(Requires {{MediumArmour}} [[Proficiency]])'' ||
| feature3 =
'''{{SAI|Heavily Armoured|w=30}}'''
| description3 =
:* Increase your {{Ability|Strength}} by 1, to a maximum of 20.
| notes =
:* Gain [[Proficiency]] with {{HeavyArmour}}.
| rows = 2
|-
}}
|{{anchor|Heavy Armour Master}} '''Heavy Armour Master'''<br>''(Requires {{HeavyArmour}} [[Proficiency]])'' ||
{{table feat
'''{{SAI|Heavy Armour Master|w=30}}'''
| name = Martial Adept
:* Increase your {{Ability|Strength}} by 1, to a maximum of 20.
| description =
:* Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
| feature1 = Martial Adept
|-
| description1 =
|{{anchor|Lightly Armoured}} '''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]].
'''{{SAI|Lightly Armoured|w=30}}'''
| feature2 =
:* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
| description2 =
:* Gain [[Proficiency]] with {{LightArmour}}.
| feature3 =
|-
| description3 =
|{{anchor|Lucky}}'''Lucky''' ||
| notes =
'''{{SAI|Lucky|w=30}}'''
| rows = 2
:* You gain 3 Luck Points that recharge after a [[Long Rest]], which you can use to gain {{Advantage}} on {{Attack Roll}}s, [[Ability Check]]s, or {{SavingThrow}}s, or to make an enemy reroll their {{Attack Roll}}.
}}
|-
{{table feat
|{{anchor|Mage Slayer}}'''Mage Slayer''' ||
| name = Medium Armour Master
'''{{SAI|Mage Slayer: Saving Throw Advantage|w=30}}'''
| description =
:* When a creature casts a [[Spells|Spell]] within melee range of you, you have {{Advantage}} on any {{SavingThrow}}s against it.
| feature1 = Medium Armour Master
 
| description1 =
'''{{SAI|Mage Slayer: Attack Caster|w=30}}'''
* When you wear medium armour, it doesn't impose {{Disadvantage}} on [[Stealth]] checks. The bonus to {{Armour Class}} you can gain from your {{Ability|Dexterity}} modifier also becomes +3 instead of +2.
:* You can use a [[Reaction]] to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.
| feature2 =
 
| description2 =
'''{{SAI|Mage Slayer: Break Concentration|w=30}}'''
| feature3 =
:* Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s.
| description3 =
|-
| notes =
|{{anchor|Magic Initiate: Bard}} '''Magic Initiate: Bard''' ||
* Requires {{MediumArmour}} [[Proficiency]].
'''{{SAI|Magic Initiate: Bard|w=30}}'''
| rows = 4
:* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Bard/Spells|Bard spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
}}  
|-
{{table feat
|{{anchor|Magic Initiate: Cleric}} '''Magic Initiate: Cleric''' ||
| name = Mobile
'''{{SAI|Magic Initiate: Cleric|w=30}}'''
| description =
:* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Cleric/Spells|Cleric spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}.
|-
|{{anchor|Magic Initiate: Druid}} '''Magic Initiate: Druid''' ||
'''{{SAI|Magic Initiate: Druid|w=30}}'''
:* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Druid/Spells|Druid spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}.
|-
|{{anchor|Magic Initiate: Sorcerer}} '''Magic Initiate: Sorcerer''' ||
'''{{SAI|Magic Initiate: Sorcerer|w=30}}'''
:* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Sorcerer/Spells|Sorcerer spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
|-
|{{anchor|Magic Initiate: Warlock}} '''Magic Initiate: Warlock''' ||
'''{{SAI|Magic Initiate: Warlock|w=30}}'''
:* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Warlock/Spells|Warlock spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
|-
|{{anchor|Magic Initiate: Wizard}} '''Magic Initiate: Wizard'''  ||
'''{{SAI|Magic Initiate: Wizard|w=30}}'''
:* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Wizard/Spells|Wizard spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Intelligence}}.
|-
|{{anchor|Martial Adept}} '''Martial Adept''' ||
'''{{SAI|Martial Adept|w=30}}'''
:* Learn two [https://bg3.wiki/wiki/Manoeuvres 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]].
|-
|{{anchor|Medium Armour Master}} '''Medium Armour Master'''<br>''(Requires {{MediumArmour}} [[Proficiency]])''<br> ||
'''{{SAI|Medium Armour Master|w=30}}'''
:* When you wear medium armour, it doesn't impose {{Disadvantage}} on [[Stealth]] checks. The bonus to {{Armour Class}} you can gain from your {{Ability|Dexterity}} modifier also becomes +3 instead of +2.
|-
|{{anchor|Mobile}} '''Mobile''' ||
* Your [[Movement Speed]] increases by {{Distance|m=3|ft=10}}.
* Your [[Movement Speed]] increases by {{Distance|m=3|ft=10}}.
 
| feature1 = Mobile: Evade Difficult Terrain
'''{{SAI|Mobile: Evade Difficult Terrain|w=30}}'''
| description1 = * When you use the {{SAI|Dash}} action, [[Difficult Terrain]] doesn't slow you down.
:* When you use the [[Dash]] action, [[Difficult Terrain]] doesn't slow you down.
| feature2 = Mobile: Evade Opportunity Attack
 
| description2 = * If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target.
'''{{SAI|Mobile: Evade Opportunity Attack|w=30}}'''
| notes =
:* If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target.
| rows = 5
|-
}}
|{{anchor|Moderately Armoured}} '''Moderately Armoured'''<br>''(Requires {{LightArmour}} [[Proficiency]])''||
{{table feat
'''{{SAI|Moderately Armoured|w=30}}'''
| name = Moderately Armoured
:* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
| description =
:* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
| feature1 = Moderately Armoured
|-
| description1 =
|{{anchor|Performer}} '''Performer''' ||
Requires {{LightArmour}} [[Proficiency]].
* Increase your {{Ability|Charisma}} by 1, to a maximum of 20.
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency#Instrument_Proficiency|Musical Instrument]] [[Proficiency]].
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
|-
| feature2 =
|{{anchor|Polearm Master}} '''Polearm Master''' ||
| description2 =
 
| feature3 =
'''{{SAI|Polearm Master: Bonus Attack|w=30}}'''
| description3 =
:* When attacking with a {{WeaponType|Glaive}}, {{WeaponType|Halberd}}, {{WeaponType|Quarterstaff}}, or {{WeaponType|Spear}}, you can use a [[Bonus Action]] to attack with the butt of your weapon.  
| notes =
:* Note: This attack deals 1d4 + Weapon Ability Modifier damage.
| rows = 2
 
}}
'''{{SAI|Polearm Master: Opportunity Attack|w=30}}'''
{{table feat
:* You can also make an [[Opportunity Attack]] when a target comes within range.
| name = Performer
|-
| feature1 = Performer
|{{anchor|Resilient}} '''Resilient''' ||
| description1 =
 
* Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20.
'''{{SAI|Resilient|w=30}}'''
* Gain [[Instruments|Musical Instrument]] [[Proficiency#Instrument_proficiency|Proficiency]].
:* You increase an [[Ability Scores|Ability]] by 1, to a maximum of 20.
| rows = 2
:* Gain [[Proficiency]] in that ability's {{SavingThrow}}s.
}}
:* Note: This [[Ability Scores|Ability]] increase ''does'' apply to a druid in [[Wild Shape]].
{{table feat
|-
| name = Polearm Master
|{{anchor|Ritual Caster}} '''Ritual Caster''' ||
| description =
 
| feature1 = Polearm Master: Bonus Attack
'''{{SAI|Ritual Caster: Free Spells|w=30}}'''
| description1 =
:* You learn two {{Icon|Ritual_Spell_Icon.png|24px}} [[Spells#Ritual_Spells|Ritual Spells]] of your choice.
* When attacking with a {{WeaponType|Glaive}}, {{WeaponType|Halberd}}, {{WeaponType|Pike}}{{note|name=Pikes|It's not stated in-game but Polearm Mastery works with Pikes too. Polearm Master is coded to work with any weapon that is tagged as a SPEAR or STAVE (quarterstaffs), and weapons with [[Extra Reach]] (Glaives, Halberds, and '''Pikes''')}} {{WeaponType|Quarterstaff}}, or {{WeaponType|Spear}}, you can use a {{Action|Bonus}} to attack with the butt of your weapon.  
:* Note: the spell must be two of these:
| feature2 = Polearm Master: Opportunity Attack
:** {{SAI|Enhance Leap}}
| description2 =
:** {{SAI|Disguise Self}}
* You can also make an [[Opportunity Attack]] when a target comes within range.
:** {{SAI|Find Familiar}}
| feature3 =
:** {{SAI|Longstrider}}
| description3 =
:** {{SAI|Speak with Animals}}
| notes =
:** {{SAI|Speak with Dead}}
* The Polearm Master: Bonus Attack deals 1d4 + Weapon Ability Modifier damage.
|-
* Polearm Master works with Pikes even though this is not stated in-game. (see {{note|name=Pikes}})
|{{anchor|Savage Attacker}} '''Savage Attacker''' ||
| rows = 6
'''{{SAI|Savage Attacker|w=30}}'''
}}
:* When making melee weapon attacks, you roll your damage dice twice and use the highest result.
{{table feat
|-
| name = Resilient
|{{anchor|Sentinel}} '''Sentinel''' ||
| description =
 
| feature1 = Resilient
'''{{SAI|Sentinel: Vengeance|w=30}}'''
| description1 =
:* 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 increase an [[Ability Scores|Ability]] by 1, to a maximum of 20.
 
* Gain [[Proficiency]] in that ability's {{SavingThrow}}s.
'''{{SAI|Sentinel: Snare|w=30}}'''
| feature2 =
:* When you hit a creature with an [[Attack of Opportunity]], it can no longer move for the rest of its turn.
| description2 =
 
| feature3 =
'''{{SAI|Sentinel: Opportunity Advantage|w=30}}'''
| description3 =
| notes =
* This [[Ability Scores|Ability]] increase {{em|does}} apply to a druid in [[Wild Shape]].
| rows = 4
}}
{{table feat
| name = Ritual Caster
| description =
| feature1 = Ritual Caster: Free Spells
| description1 =
* You learn two {{Icon|Ritual_Spell_Icon.png|24px}} [[Spells#Ritual_Spells|Ritual Spells]] of your choice.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
* The spells must be two of these:
** {{SAI|Enhance Leap}}
** {{SAI|Disguise Self}}
** {{SAI|Find Familiar}}
** {{SAI|Longstrider}}
** {{SAI|Speak with Animals}}
** {{SAI|Speak with Dead}}
| rows = 4
}}
{{table feat
| name = Savage Attacker
| description =
| feature1 = Savage Attacker
| description1 =
* When making melee weapon attacks, you roll your damage dice twice and use the highest result.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Sentinel
| description =
| feature1 = Sentinel: Vengeance
| description1 =
* When an enemy in melee range attacks an ally, you can use a {{action|Reaction}} to make a weapon attack against that enemy. Target ally must not have the Sentinel feat.
| feature2 = Sentinel: Snare
| description2 =
* When you hit a creature with an [[Attack of Opportunity]], it can no longer move for the rest of its turn.
| feature3 = Sentinel: Opportunity Advantage
| description3 =
:* You gain {{Advantage}} on [[Opportunity Attack]]s.
:* You gain {{Advantage}} on [[Opportunity Attack]]s.
|-
| notes =
|{{anchor|Sharpshooter}} '''Sharpshooter''' ||
| rows = 6
'''{{SAI|Sharpshooter: Low Ground|w=30}}'''
}}
:* Your ranged weapon attacks are not penalized for [[High Ground Rules]].
{{table feat
 
| name = Sharpshooter
'''{{SAI|Sharpshooter: All In|w=30}}'''
| description =
:* Ranged weapon attacks with weapons you are [[Proficient]] with have a -5 penalty to their {{Attack Roll}}, but deal an additional 10 damage.
| feature1 = Sharpshooter: Low Ground
:* Note: This is a toggleable passive ability.
| description1 =
|-
* Your ranged weapon attacks are not penalized for [[High Ground Rules]].
|{{anchor|Shield Master}} '''Shield Master''' ||
| feature2 = Sharpshooter: All In
'''{{SAI|Shield Master|w=30}}'''
| description2 =
:* Gain a +2 bonus to {{Ability|Dexterity}} {{SavingThrow}}s when wielding a [[Shields|Shield]].
* Ranged weapon attacks with weapons you are [[Proficient]] with have a -5 penalty to their {{Attack Roll}}, but deal an additional 10 damage.
 
| feature3 =
'''{{SAI|Shield Master: Block|w=30}}'''
| description3 =
:* If a [[Spells|Spell]] forces you to make a Dexterity Saving Throw, you can use your [[Reaction]] to shield yourself and diminish the effect's damage.
| notes =* All In is a toggleable passive ability.
:* Notes:
| rows = 6
:** On a failed save, you only take half damage.
}}
:** On a successful save, you don't take any damage, even if you normally would.
{{table feat
|-
| name = Shield Master
|{{anchor|Skilled}} '''Skilled''' ||  
| description =
'''{{SAI|Skilled|w=30}}'''
| feature1 = Shield Master
:* You gain [[Proficiency]] in 3 [[Skills]] of your choice.
| description1 =
|-
* Gain a +2 bonus to {{Saving Throw|Dexterity}}s when wielding a [[Shields|Shield]].
|{{anchor|Spell Sniper}} '''Spell Sniper''' ||
| feature2 = Shield Master: Block
'''{{SAI|Spell Sniper|w=30}}'''
| description2 =
:* You learn a cantrip, and the number you need to roll a [[Critical Hit]] while attacking with a [[Spells|Spell]] is reduced by 1. This effect can stack.
* If a [[Spells|Spell]] forces you to make a {{Saving Throw|Dexterity}}, you can use your {{action|Reaction}} to shield yourself and diminish the effect's damage.
:* Notes:
** On a failed save, you only take half damage.
:** The cantrip you learn must be one of these:
** On a successful save, you don't take any damage, even if you normally would.
:*** {{SAI|Bone Chill}}
| feature3 =
:*** {{SAI|Eldritch Blast}}
| description3 =
:*** {{SAI|Fire Bolt}}
| notes =* Unlike the DnD counterpart, this feat doesn't take shield AC into account and offers the flat bonus to Dexterity saves instead.
:*** {{SAI|Ray of Frost}}
| rows = 6
:*** {{SAI|Shocking Grasp}}
}}
:*** {{SAI|Thorn Whip}}
{{table feat
:** These cantrips use the character's [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]]. For example, if a [[Cleric]] chooses Eldritch Blast with this feat, they use their [[Wisdom]] modifier and not their [[Charisma]] modifier.
| name = Skilled
|-
| description =
|{{anchor|Tavern Brawler}} '''Tavern Brawler''' ||
| feature1 = Skilled
'''{{SAI|Tavern Brawler|w=30}}'''
| description1 =
:* Increase your {{Ability|Strength}} or {{Ability|Constitution}} by 1, to a maximum of 20.
* You gain [[Proficiency]] in 3 [[Skills]] of your choice.
:* When you make an unarmed attack, use an improvised weapon, or throw something, your strength modifier is added twice to the damage and {{Attack Roll}}s.
| feature2 =
:* Note: Unarmed attacks that use Dexterity as a modifier still gain the strength modifier as a bonus with this feat and thus don't get the Dexterity modifier applied twice to the attack.
| description2 =
|-
| feature3 =
|{{anchor|Tough}} '''Tough''' ||
| description3 =
'''{{SAI|Tough|w=30}}'''
| notes =
:* [[Hit Points|Hit Point]] maximum increased by 2 for each level.
| rows = 2
|-
}}
|{{anchor|War Caster}} '''War Caster''' ||
{{table feat
'''{{SAI|War Caster: Concentration|w=30}}'''
| name = Spell Sniper
:* You gain {{Advantage}} on {{SavingThrow}}s to maintain {{Concentration}} on a [[Spells|Spell]].
| description =
 
| feature1 = Spell Sniper
'''{{SAI|War Caster: Opportunity Spell|w=30}}'''
| description1 =
:* You can also use a [[Reaction]] to cast {{SAI|Shocking Grasp}} at a target moving out of melee range.
* You learn a cantrip, and the number you need to roll a [[Critical Hit]] while attacking with a [[Spells|Spell]] is reduced by 1. This effect can stack.
:* Note: this feat does not grant the cantrip [[Shocking Grasp]]. Unless you know it from another source, you can ''only'' cast it as an [[Attack of Opportunity]].
| feature2 =
|-
| description2 =
|{{anchor|Weapon Master}} '''Weapon Master''' ||
| feature3 =
'''{{SAI|Weapon Master|w=30}}'''
| description3 =
:* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
| notes =
:* Gain [[Proficiency]] with four [[Weapon]] types of your choice.
* The cantrip you learn must be one that requires an attack roll, which include the following:
|}
** {{SAI|Bone Chill}}
 
** {{SAI|Eldritch Blast}}
==Trivia==
** {{SAI|Fire Bolt}}
* Some feats were changed from their D&D 5e counterparts. For a detailed comparison see [[D&D 5e Feat Changes]].
** {{SAI|Ray of Frost}}
** {{SAI|Shocking Grasp}}
** {{SAI|Thorn Whip}}
* These cantrips use the character's [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]]. For example, if a [[Cleric]] chooses Eldritch Blast with this feat, they use their {{Ability|Wisdom}} modifier and not their {{Ability|Charisma}} modifier.
| rows = 4
}}
{{table feat
| name = Tavern Brawler
| description =
| feature1 = Tavern Brawler
| description1 =
* Your {{Ability|Strength}} or {{Ability|Constitution}} ability score increases 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 Roll}}s.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
* Unarmed attacks that use Dexterity as a modifier still gain the strength modifier as a bonus with this feat and thus don't get the Dexterity modifier applied twice to the attack.
| rows = 4
}}
{{table feat
| name = Tough
| description =
| feature1 = Tough
| description1 =
* [[Hit Points|Hit Point]] maximum increased by 2 for each level.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = War Caster
| description =
| feature1 = War Caster: Concentration
| description1 =
* You gain {{Advantage}} on {{SavingThrow}}s to maintain {{Concentration}} on a [[Spells|Spell]].
| feature2 = War Caster: Opportunity Spell
| description2 =
* You can also use a {{action|Reaction}} to cast {{SAI|Shocking Grasp}} at a target moving out of melee range.
| feature3 =
| description3 =
| notes =* Note: this feat does not grant the cantrip [[Shocking Grasp]]. Unless you know it from another source, you can {{em|only}} cast it as an [[Attack of Opportunity]].
* Casting Shocking Grasp as an Attack of Opportunity uses the character's [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]]. For example, if a [[Cleric]] casts Shocking Grasp with this feat, they use their {{Ability|Wisdom}} modifier
| rows = 6
}}
{{table feat
| name = Weapon Master
| description =
| feature1 = Weapon Master
| description1 =
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency]] with four [[Weapon]] types of your choice.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table end}}


== Footnotes ==
{{notelist}}
{{NavGameplay}}
{{NavGameplay}}
[[Category:Character Creation]]
[[Category:Class-related articles]]
 
[[Category:Character creation]]
 
{{ up to date | 2023-08-12 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->

Revision as of 15:38, 20 March 2024

Feats are features that grant a character unique improvements. All classes select one feat at levels 4, 8 and 12 each. Fighters select an additional feat at level 6; rogues select an additional feat at level 10.

See D&D 5e feat changes for an overview of difference between feats in 5e D&D and Baldur's Gate 3.

List of all feats

Name Description
Ability Improvement
Actor Actor Actor
Notes
  • Despite not being mentioned in the tooltip, the character also gains proficiency in these 2 skills if they didn't have those proficiencies yet
Alert Alert Alert
Athlete Athlete: Standing Up Athlete: Standing Up
  • Your Strength icon.png Strength or Dexterity icon.png Dexterity ability score increases by 1, to a maximum of 20.
  • When you are Prone Prone, standing up uses significantly less movement.
  • Your Jump Jump distance also increases by 50%.
Charger Charger: Weapon Attack Charger: Weapon Attack
  • Charge forward and slam your weapon into the first enemy in your way without provoking Opportunity Attacks.
Charger: Shove Charger: Shove
  • Charge forward and Shove Shove the first enemy in your way.
  • Shove distance depends on your Strength and the target's weight.
Notes
  • Charger: Weapon attack uses Action + Bonus action, moves up to 9 m / 30 ft, and makes a melee attack with +5 damage.
    • This counts as a single weapon attack, and benefits from Extra Attack.
  • As a Shove, Charger: Shove does not count as an actual attack.
Crossbow Expert Crossbow Expert: Point-Blank Crossbow Expert: Point-Blank
  • When you make crossbow attacks within melee range, the attack rolls do not have Disadvantage Icon.png Disadvantage.
Crossbow Expert: Wounding Crossbow Expert: Wounding
Defensive Duellist Defensive Duellist Defensive Duellist
Dual Wielder Dual Wielder Dual Wielder
  • You can use Two-Weapon Fighting even if your weapons aren't Light.
  • You cannot dual-wield Heavy weapons.
Dual Wielder: Bonus Armour Class Dual Wielder: Bonus Armour Class
  • You have a +1 bonus to Armour Class Armour Class while wielding a melee weapon in each hand.
Notes
  • This feat doesn't give the Two-Weapon Fighting style, it just allows a creature to dual wield non-light non-heavy weapons.
Dungeon Delver Dungeon Delver: Perception Dungeon Delver: Perception
Dungeon Delver: Resist Traps Dungeon Delver: Resist Traps
Durable Durable Durable
Elemental Adept
Notes
  • "You cannot roll a 1" means that any 1 rolled is treated as a 2.
Great Weapon Master Great Weapon Master: Bonus Attack Great Weapon Master: Bonus Attack
  • 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.
Great Weapon Master: All In Great Weapon Master: All In
  • When attacking with a  Two-Handed or  Versatile melee weapon (in both hands) that you are Proficient with, Attack rolls take a -5 penalty, but their damage increases by 10.
Notes
  • All In is a toggleable passive ability.
Heavily Armoured Heavily Armoured Heavily Armoured
Notes
Heavy Armour Master Heavy Armour Master Heavy Armour Master
  • Your Strength icon.png Strength ability score increases by 1, to a maximum of 20.
  • Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Notes
Lightly Armoured Lightly Armoured Lightly Armoured
Lucky Lucky Lucky
Mage Slayer Mage Slayer: Saving Throw Advantage Mage Slayer: Saving Throw Advantage
Mage Slayer: Attack Caster Mage Slayer: Attack Caster
  • You can use a Reaction to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.
Mage Slayer: Break Concentration Mage Slayer: Break Concentration
Magic Initiate: Bard Magic Initiate: Bard Magic Initiate: Bard
Magic Initiate: Cleric Magic Initiate: Cleric Magic Initiate: Cleric
  • Bug: when you wear medium armour, the bonus to Armour Class Armour Class you can gain from your Dexterity icon.png Dexterity modifier also becomes +3 instead of +2.
Notes
  • The AC bonus increase is not listed in-game, and can also be gained by taking the Medium Armour Master feat.
Magic Initiate: Druid Magic Initiate: Druid Magic Initiate: Druid
Magic Initiate: Sorcerer Magic Initiate: Sorcerer Magic Initiate: Sorcerer
Magic Initiate: Warlock Magic Initiate: Warlock Magic Initiate: Warlock
Magic Initiate: Wizard Magic Initiate: Wizard Magic Initiate: Wizard
Martial Adept Martial Adept Martial Adept
Medium Armour Master Medium Armour Master Medium Armour Master
Notes
Mobile
Mobile: Evade Difficult Terrain Mobile: Evade Difficult Terrain
Mobile: Evade Opportunity Attack Mobile: Evade Opportunity Attack
  • If you move after making a melee attack, you don't provoke an Opportunity Attack from that target.
Moderately Armoured Moderately Armoured Moderately Armoured

Requires Light armour Proficiency.

Performer Performer Performer
Polearm Master Polearm Master: Bonus Attack Polearm Master: Bonus Attack
Polearm Master: Opportunity Attack Polearm Master: Opportunity Attack
Notes
  • The Polearm Master: Bonus Attack deals 1d4 + Weapon Ability Modifier damage.
  • Polearm Master works with Pikes even though this is not stated in-game. (see [note 2])
Resilient Resilient Resilient
Notes
Ritual Caster Ritual Caster: Free Spells Ritual Caster: Free Spells
Notes
Savage Attacker Savage Attacker Savage Attacker
  • When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Sentinel Sentinel: Vengeance Sentinel: Vengeance
  • 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.
Sentinel: Snare Sentinel: Snare
Sentinel: Opportunity Advantage Sentinel: Opportunity Advantage
Sharpshooter Sharpshooter: Low Ground Sharpshooter: Low Ground
Sharpshooter: All In Sharpshooter: All In
  • Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack roll, but deal an additional 10 damage.
Notes
  • All In is a toggleable passive ability.
Shield Master Shield Master Shield Master
Shield Master: Block Shield Master: Block
  • 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.
Notes
  • Unlike the DnD counterpart, this feat doesn't take shield AC into account and offers the flat bonus to Dexterity saves instead.
Skilled Skilled Skilled
Spell Sniper Spell Sniper 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.
Notes
Tavern Brawler Tavern Brawler Tavern Brawler
  • Your Strength icon.png Strength or Constitution icon.png Constitution ability score increases 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.
Notes
  • Unarmed attacks that use Dexterity as a modifier still gain the strength modifier as a bonus with this feat and thus don't get the Dexterity modifier applied twice to the attack.
Tough Tough Tough
  • Hit Point maximum increased by 2 for each level.
War Caster War Caster: Concentration War Caster: Concentration
War Caster: Opportunity Spell War Caster: Opportunity Spell
Notes
  • Note: this feat does not grant the cantrip Shocking Grasp. Unless you know it from another source, you can only cast it as an Attack of Opportunity.
  • Casting Shocking Grasp as an Attack of Opportunity uses the character's Spellcasting Ability. For example, if a Cleric casts Shocking Grasp with this feat, they use their Wisdom icon.png Wisdom modifier
Weapon Master Weapon Master Weapon Master

Footnotes

  1. Ability Improvement is not strictly speaking a feat, but it is listed and chosen as any other feat.
  2. 2.0 2.1 It's not stated in-game but Polearm Mastery works with Pikes too. Polearm Master is coded to work with any weapon that is tagged as a SPEAR or STAVE (quarterstaffs), and weapons with Extra Reach (Glaives, Halberds, and Pikes)