Feats: Difference between revisions

From Baldur's Gate 3 Wiki
Jump to navigation Jump to search
mNo edit summary
(Added reflist and citation for Durable note)
(140 intermediate revisions by 49 users not shown)
Line 1: Line 1:
At character levels 4,8, and 12, players can choose to take a feat - a feature that gives you a unique ability which improves your character in a specific area - in lieu of improving their Ability Scores. Fighters and rogues also gain access to bonus feats, with the fighter gaining a bonus feat at level 6 and the rogue at level 10.
{{PageSeo
| description = Feats are features that provide unique improvements to your character, allowing for deeper customisation.
| image = Passive Feature Generic Icon.png
}}
'''Feats''' are features that grant a character unique improvements. All classes select one feat at class levels 4, 8, and 12. [[Fighter|Fighters]] select an additional feat at level 6; [[Rogue|Rogues]] select an additional feat at level 10.


Note: The following feats, while confirmed for the full release of the game, are not available during the Early Access period.
See  [[D&D 5e feat changes]] for an overview of difference between feats in ''5e D&D'' and ''Baldur's Gate 3''.


{{div col | style = column-width: 20em;}}
== List of all feats ==
* Actor
<!-- Note that it is not required to define the number of rows per feat as of 04/26/2024 -->
* Alert
{{table begin|colspan1=1|header1=Name|colspan2=1|header2=Description|style=margin:auto; width:100%; padding:0;}}
* Charger
{{table feat
* Crossbow Expert
| name = Ability Improvement
* Dungeon Delver
| description =
* Durable
* 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.}}
* Elemental Adept
}}
* Heavy Armour Master
{{table feat
* Lucky
| name = Actor
* Mage Slayer
| feature1 = Actor
* Medium Armour Master
| description1 =
* Observant
* Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20.
* Performer
* You gain [[Proficiency#Expertise|expertise]] in [[Deception]] and [[Performance]].
* Polearm Master
| notes =
* Resilient
* Despite not being mentioned in the tooltip, the character also gains proficiency in these 2 skills if they didn't have those proficiencies yet
* Ritual Caster
| rows = 4
* Savage Attacker
}}
* Sentinel
{{table feat
* Sharpshooter
| name = Alert
* Spell Sniper
| feature1 = Alert
* Tavern Brawler
| description1 =
* War Caster
* You gain a +5 bonus to [[initiative]] and can't be {{cond|Surprised}}.
{{div col end}}
| 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 = * For Wild Shape, this adds +1 {{Ability|Constitution}} and full HP on a short rest, but {{em|does not}} increase Wild Shape form HP. {{ref|https://www.reddit.com/r/BaldursGate3/comments/15ikanj/list_of_feats_and_features_that_work_with/}}
}}
{{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}}.


== Feats ==
* 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.
{| class="wikitable" style="margin:auto;"
| feature2 =
|-
| description2 =
! Feat !! Description
| feature3 =
|-
| description3 =
|style="width: 23%;"|{{anchor|Ability Improvement}} {{Icon|Passive Feature Generic Icon.png}} Ability Improvement ||
| notes =
''Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.''
* The AC bonus increase is not listed in-game, and can also be gained by taking the [[Medium Armour Master]] feat.
* Increase one [[Ability Score]] by 2, or two [[Ability Score]]s by 1.
| rows = 4
* You can't increase an Ability Score above 20 using this feature.
}}  
|-
{{table feat
|{{anchor|Actor}} {{Icon|Passive Feature Generic Icon.png}} Actor||
| name = Magic Initiate: Druid
* Your [[Charisma]] increases by 1, to a maximum of 20.
| description =
* Your [[Proficiency Bonus]] is also doubled for Deception and Performance checks.
| feature1 = Magic Initiate: Druid
|-
| description1 =
|{{anchor|Alert}} {{Icon|Passive Feature Generic Icon.png}} Alert||
* 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}}.
* You gain a +5 bonus to Initiative and can't be [[Initiative|Surprised]].
| feature2 =
|-
| description2 =
|{{anchor|Athlete}} {{Icon|Athlete Icon.png}} Athlete ||
| feature3 =
* Your [[Strength]] or [[Dexterity]] increases by 1, to a maximum of 20.
| description3 =
* When you are [[Prone]], standing up uses significantly less movement. Your [[Jump (Bonus Action)|jump]] distance also increases by 50%.
| notes =
|-
| rows = 2
|{{anchor|Crossbow Expert}} {{Icon|Passive Feature Generic Icon.png}} Crossbow Expert ||
}}  
* When you make crossbow attacks within melee range, the [[Attack Rolls]] do not have [[Disadvantage]].
{{table feat
* Your [[Piercing Shot]] also inflicts [[Gaping Wounds]] for twice as long.
| name = Magic Initiate: Sorcerer
|-
| description =
|{{anchor|Defensive Duellist}} {{Icon|Defensive Duellist Icon.png}} Defensive Duellist ||
| feature1 = Magic Initiate: Sorcerer
* 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 2, poissibly causing the attack to miss.
| description1 =
|-
* 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|Dual Wielder}}{{Icon|Dual Wielder Icon.png}} Dual Wielder ||
| feature2 =
* You can use two-weapon fighting even if your weapons aren't [[light (weapon property)|Light]], and you gain a bonus to {{ArmourClass}} while wielding a melee weapon in each hand. You cannot dual-wield [[Heavy (weapon property)|Heavy]] weapons.
| description2 =
|-
| feature3 =
|{{anchor|Dungeon Delver}} {{Icon|Passive Feature Generic Icon.png}} Dungeon Delver ||
| description3 =
* You gain [[Advantage]] on [[Perception|Perception Checks]] made to detect hidden objects and on [[Saving Throws]] made to avoid or resist traps.
| notes =
* You gain Resistance to the damage dealt by traps.
| rows = 2
|-
}}  
|{{anchor|Great Weapon Master}}{{Icon|Great Weapon Master Icon.png}} Great Weapon Master ||
{{table feat
* 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.
| name = Magic Initiate: Warlock
* 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.
| description =
** ''(This is a Toggleable Passive Effect; see [[Great Weapon Master: All In]] for more information.)''
| feature1 = Magic Initiate: Warlock
|-
| description1 =
|{{anchor|Heavily Armoured}}{{Icon|Heavily Armoured Icon.png}} Heavily Armoured ||
* 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}}.
''(Requires [[Armour#Medium Armour|Medium Armour]] [[Proficiency]])''
| feature2 =
* Increase your [[Strength]] by 1, to a maximum of 20.
| description2 =
* Gain [[Proficiency]] with {{HeavyArmour}}.
| feature3 =
|-
| description3 =
|{{anchor|Moderately Armoured}}{{Icon|Moderately Armoured Icon.png}} Moderately Armoured ||
| notes =
''(Requires [[Armour#Light Armour|Light Armour]] [[Proficiency]])''
| rows = 2
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
}}  
{{table feat
| name = Magic Initiate: Wizard
| description =
| feature1 = Magic Initiate: Wizard
| description1 =
* 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}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}  
{{table feat
| name = Martial Adept
| description =
| feature1 = Martial Adept
| description1 =
* 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]].
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}  
{{table feat
| name = Medium Armour Master
| description =
| feature1 = Medium Armour Master
| description1 =
* 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.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
* Requires {{MediumArmour}} [[Proficiency]].
| rows = 4
}}
{{table feat
| name = Mobile
| description =
* Your [[Movement Speed]] increases by {{Distance|m=3|ft=10}}.
| feature1 = Mobile: Evade Difficult Terrain
| description1 = * When you use the {{SAI|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.
| notes =
| rows = 5
}}  
{{table feat
| name = Moderately Armoured
| description =
| feature1 = Moderately Armoured
| description1 =
Requires {{LightArmour}} [[Proficiency]].
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
|-
| feature2 =
|{{anchor|Lightly Armoured}}{{Icon|Lightly Armoured Icon.png}} Lightly Armoured ||
| description2 =
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
| feature3 =
* Gain [[Proficiency]] with {{LightArmour}}.
| description3 =
|-
| notes =
|{{anchor|Magic Initiate: Bard}}{{Icon|Magic Initiate Bard Icon.png}} Magic Initiate: Bard ||
| rows = 2
* 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]].
{{table feat
|-
| name = Performer
|{{anchor|Magic Initiate: Cleric}}{{Icon|Magic Initiate Cleric Icon.png}} Magic Initiate: Cleric ||
| feature1 = Performer
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Cleric#Cleric Spell List|Cleric spell list]].
| description1 =
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Wisdom]].
* Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20.
|-
* Gain [[Instruments|Musical Instrument]] [[Proficiency#Instrument_proficiency|Proficiency]].
|{{anchor|Magic Initiate: Druid}}{{Icon|Magic Initiate Druid Icon.png}} Magic Initiate: Druid ||
| rows = 2
* 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]].
{{table feat
|-
| name = Polearm Master
|{{anchor|Magic Initiate: Sorcerer}}{{Icon|Magic Initiate Sorcerer Icon.png}} Magic Initiate: Sorcerer ||
| description =
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Sorcerer#Sorcerer Spell List|Sorcerer spell list]].
| feature1 = Polearm Master: Bonus Attack
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]].
| description1 =
|-
* 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.
|{{anchor|Magic Initiate: Warlock}}{{Icon|Magic Initiate Warlock Icon.png}} Magic Initiate: Warlock ||
| feature2 = Polearm Master: Opportunity Attack
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Warlock#Warlock Spell List|Warlock spell list]].
| description2 =
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]].
* You can also make an [[Opportunity Attack]] when a target comes within range.
|-
| feature3 =
|{{anchor|Magic Initiate: Wizard}}{{Icon|Magic Initiate Wizard Icon.png}} Magic Initiate: Wizard  ||
| description3 =
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Wizard#Wizard_Spell_List|Wizard spell list]].
| notes =
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Intelligence]].
* 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|Martial Adept}}{{Icon|Martial Adept Icon.png}} Martial Adept ||
| rows = 6
* 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]].
{{table feat
|-
| name = Resilient
|{{anchor|Mobile}}{{Icon|Mobile Feat Icon.png}} Mobile ||
| description =
* Your [[Movement Speed]] increases by 3m / 10ft.
| feature1 = Resilient
* When you use the [[Dash]] action, difficult terrain doesn't slow you down.
| description1 =
* If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target.
* You increase an [[Ability Scores|Ability]] by 1, to a maximum of 20.
|-
* Gain [[Proficiency]] in that ability's {{SavingThrow}}s.
|{{anchor|Performer}}{{Icon|Passive Feature Generic Icon.png}} Performer ||
| feature2 =
* Increase your [[Charisma]] by 1, to a maximum of 20.
| description2 =
* Gain [[Musical Instrument]] [[Proficiency]].
| feature3 =
|-
| description3 =
|{{anchor|Shield Master}}{{Icon|Shield Master Icon.png}} Shield Master ||
| notes =
* Gain a +2 bonus to Dexterity [[Saving Throws]] when wielding a [[Shield]].
* This [[Ability Scores|Ability]] increase {{em|does}} apply to a druid in [[Wild Shape]].
* 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.
| 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.
| notes =
| rows = 6
}}  
{{table feat
| name = Sharpshooter
| description =
| feature1 = Sharpshooter: Low Ground
| description1 =
* Your ranged weapon attacks are not penalized for [[High Ground Rules]].
| feature2 = Sharpshooter: All In
| description2 =
* Ranged weapon attacks with weapons you are [[Proficient]] with have a -5 penalty to their {{Attack Roll}}, but deal an additional 10 damage.
| feature3 =
| description3 =
| notes =* All In is a toggleable passive ability.
| rows = 6
}}  
{{table feat
| name = Shield Master
| description =
| feature1 = Shield Master
| description1 =
* Gain a +2 bonus to {{Saving Throw|Dexterity}}s when wielding a [[Shields|Shield]].
| feature2 = Shield Master: Block
| description2 =
* 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.
** 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.
|-
| feature3 =
|{{anchor|Skilled}}{{Icon|Passive Feature Generic Icon.png}} Skilled ||  
| description3 =
| notes =* Unlike the DnD counterpart, this feat doesn't take shield AC into account and offers the flat bonus to Dexterity saves instead.
| rows = 6
}}  
{{table feat
| name = Skilled
| description =
| feature1 = Skilled
| description1 =
* You gain [[Proficiency]] in 3 [[Skills]] of your choice.
* You gain [[Proficiency]] in 3 [[Skills]] of your choice.
|-
| feature2 =
|{{anchor|Tough}}{{Icon|Tough Icon.png}} Tough ||
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Spell Sniper
| description =
| feature1 = Spell Sniper
| description1 =
* 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.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
* The cantrip you learn must be one that requires an attack roll, which include the following:
** {{SAI|Bone Chill}}
** {{SAI|Eldritch Blast}}
** {{SAI|Fire Bolt}}
** {{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.
* [[Hit Points|Hit Point]] maximum increased by 2 for each level.
|-
| feature2 =
|{{anchor|Weapon Master}}{{Icon|Passive Feature Generic Icon.png}} Weapon Master ||
| description2 =
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
| 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.
* Gain [[Proficiency]] with four [[Weapon]] types of your choice.
|}
| feature2 =
==Trivia==
| description2 =
* Some feats were changed from their D&D 5e counterparts. For a detailed comparison see [[D&D 5e Feat Changes]].
| feature3 =
| description3 =
| notes =
| rows = 2
}}  
{{table end}}
 
== References ==
{{reflist}}


{{Gameplay}}
== Footnotes ==
[[Category:Character Creation]]
{{notelist}}
{{NavGameplay}}
[[Category:Class-related articles]]
[[Category:Character creation]]

Revision as of 16:48, 26 April 2024

Feats are features that grant a character unique improvements. All classes select one feat at class levels 4, 8, and 12. 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
Notes
  • For Wild Shape, this adds +1 Constitution icon.png Constitution and full HP on a short rest, but does not increase Wild Shape form HP. [1]
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

References

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)