Feats: Difference between revisions

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#REDIRECT [[Character Abilities#Feats]]
'''Feats''' are properties a creature can choose to gain when leveling up.  Usually, certain levels will offer a choice between two points of [[Ability Score]] improvement, and choosing a Feat instead, though some Feats also bring a single point of Ability Score improvements with them.
 
{| class=wikitable
|-
| '''Athlete''' ||
 
Increase [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
 
When you are [[Condition#Prone|Prone]], standing up uses less movement.
 
|-
| '''Defensive Duelist''' ||
 
When attacked with a melee attack, use your reaction to increase your [[Armour Class]] by 2, potentially causing the attack to miss.
 
Prerequisite: you must be wielding a [[Finesse|Finesse Weapon]] with which you are Proficient.
 
|-
| '''Dual Wielder''' ||
 
Gain a +1 bonus to [[Armour Class]] while wielding a melee weapon in each hand.
 
You can use two-weapon fighting even if your weapons aren't [[Light Weapon|light]].
 
|-
| '''Great Weapon Master''' ||
 
When an attack with a Melee Weapon scores a Critical Hit or kills a creature, you can make another Melee Weapon Attack as a [[Bonus Action]].
 
When attacking with Heavy Weapons you are proficient with, attack rolls take a -5 penalty, but their damage increases by 10.
|-
| '''Heavily Armored''' <br/> (Requires Medium Armor Proficiency) ||
 
Increase your [[Strength]] by 1, to a maximum of 20.
 
Gain [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Heavy Armor|Heavy Armour]].
 
|-
| '''Moderately Armored''' <br/> (Requires Light Armor Proficiency) ||
 
Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
 
You have [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Medium Armor|Medium Armour]] and [[Shield|shields]].
 
|-
| '''Lightly Armored''' ||
 
Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
 
Gain [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Light Armor|Light Armour]].
 
|-
| '''Magic Initiate: Cleric''' ||
 
Learn 2 Cantrips and a 1st-level Spell from the [[Cleric#Cleric Spell List|Cleric spell list]].
 
You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Wisdom]].
 
|-
| '''Magic Initiate: Druid''' ||
 
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]].
 
|-
| '''Magic Initiate: Sorcerer''' ||
 
Learn 2 Cantrips and a 1st-level Spell from the [[Sorcerer#Sorcerer Spell List|Sorcerer spell list]].
 
You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Charisma]].
 
|-
| '''Magic Initiate: Warlock''' ||
 
Learn 2 Cantrips and a 1st-level Spell from the [[Warlock#Warlock Spell List|Warlock spell list]].
 
You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Charisma]].
 
|-
| '''Magic Initiate: Wizard''' ||
 
Learn 2 Cantrips and a 1st-level Spell from the [[Warlock#Warlock Spell List|Wizard spell list]].
 
You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Intelligence]].
 
|-
| '''Martial Adept''' ||
 
Learn two [[Battle Master#Level 3|maneuvers]] 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''' ||
 
Your Movement Speed increases (by <code>3m / 10ft</code>).
 
When you use the Dash action, difficult terrain doesn't slow you down.
 
Moreover, if you move after making a melee attack, you don't provoke an [[Opportunity Attacks|Opportunity Attack]] from your target.
 
|-
| '''Shield Master''' ||
 
Gain a +2 bonus to Dexterity [[Saving Throws]] when wielding a [[Shield|shield]].
 
|-
| '''Skilled''' ||
 
You gain [[Proficiency]] in 3 [[Character Creation#Skills|Skills]] of your choice.
 
|-
| '''Tough''' ||
 
Hit point maximum increased by 2 for each level.
 
|-
| '''Weapon Master''' ||
 
Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
 
Gain [[Proficiency]] with four [[Equipment#Weapons|weapons]] of your choice.
|}

Revision as of 11:55, 22 January 2023

Feats are properties a creature can choose to gain when leveling up. Usually, certain levels will offer a choice between two points of Ability Score improvement, and choosing a Feat instead, though some Feats also bring a single point of Ability Score improvements with them.

Athlete

Increase Strength or Dexterity by 1, to a maximum of 20.

When you are Prone, standing up uses less movement.

Defensive Duelist

When attacked with a melee attack, use your reaction to increase your Armour Class by 2, potentially causing the attack to miss.

Prerequisite: you must be wielding a Finesse Weapon with which you are Proficient.

Dual Wielder

Gain a +1 bonus to Armour Class while wielding a melee weapon in each hand.

You can use two-weapon fighting even if your weapons aren't light.

Great Weapon Master

When an attack with a Melee Weapon scores a Critical Hit or kills a creature, you can make another Melee Weapon Attack as a Bonus Action.

When attacking with Heavy Weapons you are proficient with, attack rolls take a -5 penalty, but their damage increases by 10.

Heavily Armored
(Requires Medium Armor Proficiency)

Increase your Strength by 1, to a maximum of 20.

Gain Armour Proficiency with Heavy Armour.

Moderately Armored
(Requires Light Armor Proficiency)

Increase your Strength or Dexterity by 1, to a maximum of 20.

You have Armour Proficiency with Medium Armour and shields.

Lightly Armored

Increase your Strength or Dexterity by 1, to a maximum of 20.

Gain Armour Proficiency with Light Armour.

Magic Initiate: Cleric

Learn 2 Cantrips and a 1st-level Spell from the Cleric spell list.

You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Wisdom.

Magic Initiate: Druid

Learn 2 Cantrips and a 1st-level Spell from the Druid spell list.

You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Wisdom.

Magic Initiate: Sorcerer

Learn 2 Cantrips and a 1st-level Spell from the Sorcerer spell list.

You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma.

Magic Initiate: Warlock

Learn 2 Cantrips and a 1st-level Spell from the Warlock spell list.

You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma.

Magic Initiate: Wizard

Learn 2 Cantrips and a 1st-level Spell from the Wizard spell list.

You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Intelligence.

Martial Adept

Learn two maneuvers 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

Your Movement Speed increases (by 3m / 10ft).

When you use the Dash action, difficult terrain doesn't slow you down.

Moreover, if you move after making a melee attack, you don't provoke an Opportunity Attack from your target.

Shield Master

Gain a +2 bonus to Dexterity Saving Throws when wielding a shield.

Skilled

You gain Proficiency in 3 Skills of your choice.

Tough

Hit point maximum increased by 2 for each level.

Weapon Master

Increase your Strength or Dexterity by 1, to a maximum of 20.

Gain Proficiency with four weapons of your choice.