Feats

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Revision as of 05:37, 27 February 2023 by Majesstic (talk | contribs) (capitalization)
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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 that turn.

When attacking with Heavy Melee Weapons you are Proficient with, attack rolls take a -5 penalty, but their damage increases by 10. (Toggleable Passive Effect; see Great Weapon Master: All In.)

Heavily Armoured
(Requires Medium Armour Proficiency)

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

Gain Armour Proficiency with Heavy Armour.

Moderately Armoured
(Requires Light Armour Proficiency)

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

You have Armour Proficiency with Medium Armour and Shields.

Lightly Armoured

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 Weapon types of your choice.