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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 | edit source]

Name Description
Ability Improvement
  • Increase one ability score by 2, or two ability scores by 1, up to a maximum of 20.
Actor ActorActor
Notes
  • If not already proficient, the character also gains proficiency in the chosen skills.
Alert AlertAlert
Athlete Athlete: Standing UpAthlete: Standing Up
  • Your StrengthStrength or DexterityDexterity ability score increases by 1, to a maximum of 20.
  • When you are ProneProne, standing up uses significantly less movement.
  • Your JumpJump 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 AttacksOpportunity Attacks.
Charger: ShoveCharger: Shove
  • Charge forward and ShoveShove the first enemy in your way without provoking Opportunity AttacksOpportunity Attacks.
  • Shove distance depends on your StrengthStrength and the target's weight.
Notes
  • Charger: Weapon attack uses an Action and Bonus Action, moves up to 9 m / 30 ft⁠9 m / 30 ft, and makes a melee attack with +5 damage.
    • This counts as a single weapon attack, and benefits from Extra AttackExtra Attack.
Crossbow Expert Crossbow Expert: Point-BlankCrossbow Expert: Point-Blank
  • When you make crossbow attacks within melee range, the attack rolls do not have DisadvantageDisadvantage.
Crossbow Expert: WoundingCrossbow Expert: Wounding
Defensive Duellist Defensive DuellistDefensive Duellist
Notes
  • The weapon equipped in the main hand is required to have Finesse.
Dual Wielder Dual WielderDual 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 ClassDual Wielder: Bonus Armour Class
  • You have a +1 bonus to Armour ClassArmour Class while wielding a melee weapon in each hand.
Notes
Dungeon Delver Dungeon Delver: PerceptionDungeon Delver: Perception
Dungeon Delver: Resist TrapsDungeon Delver: Resist Traps
Durable DurableDurable
Notes
  • For Wild Shape, this adds +1 ConstitutionConstitution and full HP on a short rest, but does not increase Wild Shape form HP.[note 1]
Elemental Adept
Notes
  • "You cannot roll a 1" means that whenever a 1 is rolled on a damage dice, it is treated as a 2 instead.
Great Weapon Master Great Weapon Master: Bonus AttackGreat 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 InGreat Weapon Master: All In
  • When attacking with a Two-Handed Two-Handed or Versatile Versatile melee weapon (in both hands) that you are Proficient with, Attack rollAttack rolls take a -5 penalty, but their damage increases by 10.
Notes
  • All In is a toggleable passive ability.
Heavily Armoured Heavily ArmouredHeavily Armoured
Notes
Heavy Armour Master Heavy Armour MasterHeavy Armour Master
  • Your StrengthStrength 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 Lightly ArmouredLightly Armoured
Lucky LuckyLucky
Mage Slayer Mage Slayer: Saving Throw AdvantageMage Slayer: Saving Throw Advantage
Mage Slayer: Attack CasterMage Slayer: Attack Caster
  • You can use a Reaction to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.
Mage Slayer: Break ConcentrationMage Slayer: Break Concentration
Magic Initiate: Bard Magic Initiate: BardMagic Initiate: Bard
Magic Initiate: Cleric Magic Initiate: ClericMagic Initiate: Cleric
Notes
  • While wearing medium armour, the bonus to Armour ClassArmour Class you can gain from your DexterityDexterity modifier also becomes +3 instead of +2.
  • The 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: DruidMagic Initiate: Druid
Magic Initiate: Sorcerer Magic Initiate: SorcererMagic Initiate: Sorcerer
Magic Initiate: Warlock Magic Initiate: WarlockMagic Initiate: Warlock
Magic Initiate: Wizard Magic Initiate: WizardMagic Initiate: Wizard
Martial Adept Martial AdeptMartial Adept
Medium Armour Master Medium Armour MasterMedium Armour Master
Notes
Mobile MobileMobile
Mobile: Evade Difficult TerrainMobile: Evade Difficult Terrain
Mobile: Evade Opportunity AttackMobile: Evade Opportunity Attack
  • If you move after making a melee attack, you don't provoke an Opportunity Attack from that target.
Moderately Armoured Moderately ArmouredModerately Armoured

Requires Light armourLight armour Proficiency.

Performer PerformerPerformer
Polearm Master Polearm Master: Bonus AttackPolearm Master: Bonus Attack
Polearm Master: Opportunity AttackPolearm Master: Opportunity Attack
Notes
  • The damage modifier of this attack uses Strength or Dexterity, whichever is higher, even if the weapon does not have the finesse property. This is still true when using Shillelagh.
  • Polearm Master works with Pikes even though this is not stated in-game. (see [note 2])
  • If chosen as a feat during level-up, there is no indication of this later under "Notable Features" on the character sheet. Furthermore, the passives Polearm Master: Bonus AttackPolearm Master: Bonus Attack and Polearm Master: Opportunity AttackPolearm Master: Opportunity Attack are situational actions and are only visible on the hotbar in combat.
Resilient

Notes
Ritual Caster Ritual Caster: Free SpellsRitual Caster: Free Spells
  • You learn two RitualRitual spells of your choice.
Notes
Savage Attacker Savage AttackerSavage Attacker
  • When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Sentinel Sentinel: VengeanceSentinel: 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: SnareSentinel: Snare
Sentinel: Opportunity AdvantageSentinel: Opportunity Advantage
Sharpshooter Sharpshooter: Low GroundSharpshooter: Low Ground
Sharpshooter: All InSharpshooter: All In
  • Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack rollAttack roll, but deal an additional 10 damage.
Notes
  • All In is a toggleable passive ability.
Shield Master Shield MasterShield Master
Shield Master: BlockShield Master: Block
  • If a Spell forces you to make a Dexterity saving throwDexterity 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.
Notes
  • BUG: As of Hotfix 25, this feat does not reduce the damage taken on a failed save.
  • Unlike the DnD counterpart, this feat doesn't take shield AC into account and instead only offers a flat bonus to Dexterity saving throwDexterity saving throw.
Skilled SkilledSkilled
Spell Sniper Spell SniperSpell 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 Tavern BrawlerTavern Brawler
  • Your StrengthStrength or ConstitutionConstitution ability score increases by 1, to a maximum of 20.
  • When you make an unarmed attack, use an improvised weapon, or throw something, your strength modifier is added twice to the damage and Attack rollAttack roll.
Notes
  • Unarmed attacks that use DexterityDexterity as a modifier still gain the strength modifier as a bonus with this feat and thus don't get the Dexterity modifier applied twice to the attack.
Tough ToughTough
  • Hit Point maximum increased by 2 for each level.
War Caster War Caster: ConcentrationWar Caster: Concentration
War Caster: Opportunity SpellWar Caster: Opportunity Spell
Notes
  • This feat does not grant the ability to use Shocking GraspShocking Grasp at will. Unless you know it from another source, you can only use it as an Attack of Opportunity.
  • Casting Shocking Grasp as an Attack of Opportunity uses the character's Spellcasting Ability. For example, if a Cleric casts Shocking Grasp with this feat, they use their WisdomWisdom modifier.
Weapon Master Weapon MasterWeapon Master

Notes and references[edit | edit source]

  1. 1.0 1.1 For details on features and interactions for Wild Shape forms, see List of features that work in Wild Shape. For a list of each form's stats, see All Wild Shape Forms.
  2. It is not stated in-game but Polearm Mastery works with Pikes too. Polearm Master is coded to work with any weapon that is tagged as a SPEAR or STAVE (quarterstaffs), and weapons with Extra Reach (Glaives, Halberds, and Pikes)