Feats

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At class levels 4, 8, and 12[Needs Verification], 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.

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.

Feats

Feat Description
Passive Feature Generic Icon.png Ability Improvement

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

Passive Feature Generic Icon.png Actor
  • Your Charisma increases by 1, to a maximum of 20.
  • Your Proficiency Bonus is also doubled for Deception and Performance checks.
Passive Feature Generic Icon.png Alert
  • You gain a +5 bonus to Initiative and can't be Surprised.
Athlete Icon.png Athlete
  • Your Strength or Dexterity increases by 1, to a maximum of 20.
  • When you are Prone, standing up uses significantly less movement. Your jump distance also increases by 50%.
Charger
  • Gain the following weapon attacks:
    • Charger: Charge forward and slam your weapon into the first enemy in your way.
    • Shove: Charge forward and shove the first enemy in your way.
      • Shove distance depends on your Strength and the target's weight.
Passive Feature Generic Icon.png Crossbow Expert
Defensive Duellist Icon.png Defensive Duellist
Dual Wielder Icon.png Dual Wielder
  • You can use two-weapon fighting even if your weapons aren't Light, and you gain a +1 bonus to Armour Class Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Heavy weapons.
Passive Feature Generic Icon.png Dungeon Delver
Durable
  • Constitution increases by 1, to a maximum of 20.
  • Regain full hit points every time you take a short rest.
Elemental Adept Your spells gain resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.

Damage resistance options are 1 of the following:

  • Acid
  • Cold
  • Lightning
  • Fire
  • Thunder
Great Weapon Master Icon.png Great Weapon Master
Heavily Armoured Icon.png Heavily Armoured

(Requires Medium Armour Proficiency)

Passive Feature Generic Icon.png Heavy Armour Master

(Requires Heavy Armour Proficiency)

  • Increase your Strength by 1, to a maximum of 20.
  • Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Moderately Armoured Icon.png Moderately Armoured

(Requires Light Armour Proficiency)

Lightly Armoured Icon.png Lightly Armoured
Lucky
Mage Slayer
  • When a creature casts a spell in melee range, you can use a Reaction to make an attack against them.
  • Enemies you hit have disadvantage on Concentration Concentration Saving Throws.
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 Polearm Master
  • When attacking with a glaive, halberd, quarterstaff, or spear, you can use a bonus action to attack with the butt of your weapon.
  • You can also make an Opportunity Attack when a target comes within range.
Passive Feature Generic Icon.png Performer
Resilient

Ability choices are 1 of the following:

  • Strength
  • Dexterity
  • Constitution
  • Intelligence
  • Wisdom
  • Charisma
Passive Feature Generic Icon.png Ritual Caster
  • You learn two ritual spells of your choice.
Savage Attacker
  • When making weapon attacks, damage is rolled twice and the higher number is used.
Sentinel
  • When an enemy in melee range attacks an ally, you can use a reaction to make a weapon attack against that enemy.
  • You gain Advantage Icon.png Advantage on Opportunity Attacks. Creatures hit by you with an Opportunity Attack can no longer move for the rest of their turn.
Sharpshooter
  • Ranged weapon attacks are not penalized for High Ground Rules.
  • Ranged weapon attacks with proficient weapons have a -5 penalty to attack, but deal an additional 10 damage.
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
Passive Feature Generic Icon.png 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.
Tavern Brawler
  • Add your Strength modifier twice to the damage of all unarmed, improvised weapon, and throw attacks
Tough Icon.png Tough
  • Hit Point maximum increased by 2 for each level.
Passive Feature Generic Icon.png War Caster
Passive Feature Generic Icon.png Weapon Master

Trivia

  • Some feats were changed from their D&D 5e counterparts. For a detailed comparison see D&D 5e Feat Changes.