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Feats

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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[edit section | visual editor]

Name Description
Ability Improvement

Increase one ability score by 2, or two ability scores by 1, up to a maximum of 20.

Actor
Actor Actor
Your Charisma ability score increases by 1, to a maximum of 20.
You gain expertise in Deception Deception and Performance Performance.
Alert
Alert Alert
You gain a +5 bonus to initiative and can't be Surprised Surprised.
Athlete

Your Strength or Dexterity ability score increases by 1, to a maximum of 20.

Athlete: Standing Up Athlete: Standing Up
When you are Prone Prone, standing up uses significantly less movement.
Your Jump Jump distance also increases by 50%.
Charger
Charger: Weapon AttackCharger: Weapon Attack
Charge forward and slam your weapon into the first enemy in your way without provoking Opportunity Attacks.
Charger: ShoveCharger: Shove
Charge forward and Shove Shove the first enemy in your way without provoking Opportunity Attacks.
Shove distance depends on your Strength and the target's weight.
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 Disadvantage.
Crossbow Expert: Wounding Crossbow Expert: Wounding
Your Piercing Shot Piercing Shot also inflicts Gaping Wounds Gaping Wounds for twice as long.
Defensive Duellist
Defensive Duellist Defensive Duellist
When you are attacked with a melee attack while wielding a Finesse weapon you are proficient in, you can use a  Reaction to increase your Armour Class Armour Class by your proficiency bonus, possibly causing the attack to miss.
Notes
Dual Wielder
Dual Wielder Dual Wielder
You can use Two-Weapon Fighting even if your weapons aren't Light.
You cannot dual-wield Two-Handed 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.
Dungeon Delver
Dungeon Delver: Perception Dungeon Delver: Perception
You gain Advantage Advantage on Perception checks made to detect hidden objects and on saving throws made to avoid or resist traps.
Dungeon Delver: Resist Traps Dungeon Delver: Resist Traps
You gain resistance to the damage dealt by traps.
Durable
Durable Durable
Your Constitution ability score increases by 1, to a maximum of 20.
Regain full hit points every time you take a short rest.
Elemental Adept

Your spells and attacks ignore resistance to a damage type of your choice. In addition, when you deal that type of damage with a spell, you cannot roll a 1.

The available passive features are:

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.
Heavily Armoured
Heavily Armoured Heavily Armoured
Your Strength ability score increases by 1, to a maximum of 20.
Gain proficiency with Heavy armour Heavy armour.
Notes
Heavy Armour Master
Heavy Armour Master Heavy Armour Master
Your 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

Your Strength or Dexterity ability score increases by 1, to a maximum of 20.

Lightly Armoured Lightly Armoured
Gain proficiency with Light armour Light armour.
Lucky

You gain 3  Luck Points that recharge after a long rest.

Lucky Lucky
You can use a Luck Point to gain Advantage Advantage on your next ability check.
Lucky Lucky
You can use a Luck Point to gain Advantage Advantage on your next attack roll or saving throw, or to make an enemy reroll their attack roll.
Mage Slayer
Mage Slayer: Saving Throw Advantage Mage Slayer: Saving Throw Advantage
When a creature casts a spell within melee range of you, you have Advantage Advantage on any saving throws against it.
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 1.5 m (5 ft) of you.
Mage Slayer: Break Concentration Mage Slayer: Break Concentration
Enemies you hit have Disadvantage Disadvantage when making saving throws to maintain their Concentration Concentration.
Magic Initiate: Bard
Magic Initiate: Bard Magic Initiate: Bard
Learn 2 Cantrips and a 1st-level spell from the Bard spell list. You can cast the 1st-level Spell once per long rest. Your spellcasting ability for all three spells is Charisma.
Magic Initiate: Cleric
Magic Initiate: Cleric 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 ability for all three spells is Wisdom.
Bugs
  • While wearing medium armour, the bonus to Armour Class Armour Class you can gain from your Dexterity modifier also becomes +3 instead of +2. This 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
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 ability for all three spells is Wisdom.
Magic Initiate: Sorcerer
Magic Initiate: Sorcerer 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 ability for all three spells is Charisma.
Bugs
  • If the Shield Shield spell is provided by this feat, then it uses spell slots like an ordinary spell without a once-per-long-rest restriction. This means that it cannot be used at all by a character with no spell slots.
Magic Initiate: Warlock
Magic Initiate: Warlock 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 ability for all three spells is Charisma.
Magic Initiate: Wizard
Magic Initiate: Wizard 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 ability for all three spells is Intelligence.
Bugs
  • If the Shield Shield spell is provided by this feat, then it uses spell slots like an ordinary spell without a once-per-long-rest restriction. This means that it cannot be used at all by a character with no spell slots.
Martial Adept
Martial Adept 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.
Medium Armour Master
Medium Armour Master Medium Armour Master
When you wear medium armour, it doesn't impose Disadvantage Disadvantage on Stealth checks. The bonus to Armour Class Armour Class you can gain from your Dexterity modifier also becomes +3 instead of +2.
Notes
Mobile
Mobile Mobile
Your movement speed increases by 3 m (10 ft).
Mobile: Evade Difficult Terrain Mobile: Evade Difficult Terrain
When you use the Dash Dash action, Difficult Terrain doesn't slow you down.
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

Your Strength or Dexterity ability score increases by 1, to a maximum of 20.

Moderately Armoured Moderately Armoured
Gain proficiency with Medium armour Medium armour and Shields Shields.
Notes
Performer
Performer Performer
Your Charisma ability score increases by 1, to a maximum of 20.
Gain Instruments Instruments proficiency.
Polearm Master
Polearm Master: Bonus Attack Polearm Master: Bonus Attack
When attacking with a Glaive Glaive, Halberd Halberd, Pike Pike, Quarterstaff Quarterstaff, or Spear Spear, you can use a  Bonus Action to attack with the butt of your weapon.
Polearm Master: Opportunity Attack Polearm Master: Opportunity Attack
You can also make an Opportunity Attack when a target comes within range.
Resilient

You increase an ability score by 1, to a maximum of 20. Gain proficiency in that ability's saving throws.

The available passive features are:

Ritual Caster
Ritual Caster: Free Spells Ritual Caster: Free Spells
You learn two Ritual Ritual spells of your choice.
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
When you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
Sentinel: Opportunity Advantage Sentinel: Opportunity Advantage
You gain Advantage Advantage on Opportunity Attacks.
Sharpshooter
Sharpshooter: Low Ground Sharpshooter: Low Ground
Your ranged weapon attacks are not penalized for High Ground Rules.
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.
Shield Master
Shield Master Shield Master
Gain a +2 bonus to Dexterity Saving Throw Dexterity Saving Throw when wielding a shield.
Shield Master: Block Shield Master: Block
If a spell forces you to make a Dexterity Saving Throw 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.
Skilled
Skilled Skilled
You gain proficiency in 3 skills of your choice.
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

Your Strength or Constitution ability score increases by 1, to a maximum of 20.

Tavern Brawler Tavern Brawler
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.
Tough
Tough Tough
Hit point maximum increased by 2 for each level.
War Caster
War Caster: Concentration War Caster: Concentration
You gain Advantage Advantage on saving throws to maintain Concentration Concentration on a spell.
War Caster: Opportunity Spell War Caster: Opportunity Spell
You can also use a  Reaction to cast Shocking Grasp Shocking Grasp at a target moving out of melee range.
Weapon Master

Your Strength or Dexterity ability score increases by 1, to a maximum of 20.

Weapon Master Weapon Master
Gain proficiency with four weapon types of your choice.

Notes and references[edit section | visual editor]