Feats

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Revision as of 00:59, 14 March 2023 by Majesstic (talk | contribs) (cleanup and reformat article)
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Feats are powerful passive or active features a character can select at certain levels during the level up process.

Feat Selection Levels

At levels 4, 8, 12, 16, and 20, characters must choose to take either a Feat or two points of Ability Score Improvement. Some Feats also include a single point of Ability Score Improvement.

Fighters uniquely receive more Feats/Ability Score Improvements than other classes, at levels 4, 6, 8, 12, 14, 16, and 20.

Available Feats

Passive Feature Generic Icon.png Ability Improvement

Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.

Athlete Icon.png Athlete

Defensive Duellist Icon.png Defensive Duellist

Dual Wielder Icon.png Dual Wielder

  • Gain a +1 bonus to Armour Class 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 Icon.png Great Weapon Master

Heavily Armoured Icon.png Heavily Armoured

(Requires Medium Armour Proficiency)

Moderately Armoured Icon.png Moderately Armoured

(Requires Light Armour Proficiency)

Lightly Armoured Icon.png Lightly Armoured

Magic Initiate Bard Icon.png Magic Initiate: Bard

Magic Initiate Cleric Icon.png Magic Initiate: Cleric

Magic Initiate Druid Icon.png Magic Initiate: Druid

Magic Initiate Sorcerer Icon.png Magic Initiate: Sorcerer

Magic Initiate Warlock Icon.png Magic Initiate: Warlock

Magic Initiate Wizard Icon.png Magic Initiate: Wizard

Martial Adept Icon.png Martial Adept

  • Learn two manoeuvres from the Battle Master archetype and receive 1 (additional) Superiority Die to fuel them.
  • You regain expended Superiority Dice after a Short or Long Rest.

Mobile Feat Icon.png Mobile

  • Your Movement Speed increases by 3m / 10ft.
  • When you use the Dash action, difficult terrain doesn't slow you down.
  • If you move after making a melee attack, you don't provoke an Opportunity Attack from that target.

Passive Feature Generic Icon.png Performer

Shield Master Icon.png Shield Master

  • Gain a +2 bonus to Dexterity Saving Throws when wielding a Shield.
  • If a spell forces you to make a Dexterity Saving Throw, you can use your Reaction to shield yourself and diminish the effect's damage.
    • On a failed save, you only take half damage.
    • On a successful save, you don't take any damage, even if you normally would.

Passive Feature Generic Icon.png Skilled

Tough Icon.png Tough

  • Hit Point maximum increased by 2 for each level.

Passive Feature Generic Icon.png Weapon Master