Quick Links What Are Feats In Baldur’s Gate 3? All Baldur’s Gate 3 Feats, Explained
Baldur’s Gate 3 brings a variety of features from the tabletop version of Dungeons and Dragons Fifth Edition to life in video game form, including the vast, varied Feats system. Feats give characters new abilities to use in and out of combat, and are granted every few levels to all classes.
At the end of the day, if none of the unique Feats in BG3 seem to be a good fit for a character’s build, the “default” choice – Ability Score Improvement – is always available (until a score reaches 20). But before taking this simple stat boost, consider all the other BG3 Feats to see if anything stands out.
What Are Feats In Baldur’s Gate 3?
Feats are unique skills that players can gain for the character at certain level thresholds. Most characters get access to a selection of Feats at Level 4, 8, and 12, though some classes and builds can pick up far, far more.
Baldur’s Gate 3 Feats range all over the place, from granting new Proficiencies and new Spells to increasing Damage and defensive capabilities in specific situations. Almost all of them can be selected by any build, which give players lots of diversity in how they choose to progress a character – Wizards can get Heavy Armor Proficiency, Fighters can pick up Feats for spellcasting, Monks can even grab Great Weapon Master if they want.
It’s all there for all classes, but some choices are much better than others. If selected Feats don’t end up feeling as powerful as expected, players can always speak to Withers to respec for a paltry 100 Gold.
All Baldur’s Gate 3 Feats, Explained
Ability Improvement
Feat Effects: Increase one Ability by 2, or two abilities by 1, to a maximum of 20. Prerequisites: N/A
Actor
Actor Effects: Charisma Increases by 1, to a maximum of 20. Proficiency Bonus is also doubled for Deception and Performance Checks. Prerequisites: N/A
Alert
Alert Effects: Gain a +5 bonus to Initiative and can’t be Surprised. Prerequisites: N/A
Athlete
Athlete Effects: Strength or Dexterity increases by 1, to a maximum of 20. When Prone, standing up uses significantly less movement. Jump distance also increases by 50%. Prerequisites: N/A
Charger
Charger Effects: Gain Charger: Weapon Attack and Charger: Shove, two movement-fuelled melee abilities that can displace enemies. Prerequisites: N/A
Crossbow Expert
Crossbow Expert Effects: When making Crossbow attacks within melee range, Attack Rolls do not have Disadvantage. Piercing Shot also inflicts Gaping Wounds twice as long. Prerequisites: N/A
Defensive Duellist
Defensive Duellist Effects: When attacked while wielding a Finesse Weapon you’re Proficient with, use a reaction to add Proficiency Bonus to your AC. Prerequisites: N/A
Dual Wielder
Dual Wielder Effects: Can use Two-Weapon fighting even if both weapons aren’t Light. Gain a +1 bonus to Armor Class while wielding a melee weapon in each hand. Cannot dual-wield Heavy weapons. Prerequisites: N/A
Dungeon Delver
Dungeon Delver Effects: Gain Advantage on Perception Checks made to detect hidden objects and on Saving Throws made to avoid or resist traps. Gain Resistance to damage dealt by traps. Prerequisites: N/A
Durable
Durable Effects: Constitution increases by 1, to a maximum of 20. Regain full hit points each time you take a Short Rest. Prerequisites: N/A
Elemental Adept
Elemental Adept Effects: YSpells ignore Resistance to a damage type of your choice. When casting spells of that type, you cannot roll a 1. Prerequisites: N/A
Great Weapon Master
Great Weapon Master Effects: When landing a Critical Hit or kill a target with a melee weapon attack, you can make another melee weapon attack as a bonus action. Attacks with Heavy melee weapons you are Proficient with can, optionally, deal an additional 10 damage at the cost of -5 to the Attack Roll. Prerequisites: N/A
Heavily Armoured
Heavily Armoured Effects: Gain Armor Proficiency with Heavy Armor and Strength increases by 1, to a maximum of 20. Prerequisites: Medium Armor Proficiency
Heavy Armour Master
Heavy Armour Master Effects: Strength increases by 1, to a maximum of 20. Incoming damage from non-magical attacks also decreases by 3 while wearing Heavy Armor. Prerequisites: Heavy Armor Proficiency
Lightly Armoured
Lightly Armoured Effects: Gain Armor Proficiency with Light Armor and Strength or Dexterity increases by 1, to a maximum of 20. Prerequisites: N/A
Lucky
Lucky Effects: Gain 3 Luck Points, which can be used to gain Advantage on Attack Rolls, Ability Checks, or Saving Throws, or to make an enemy reroll their Attack Rolls. Prerequisites: N/A
Mage Slayer
Mage Slayer Effects: When a creature casts a spell within melee range, you have Advantage on any Saving Throw against it, and can use a reaction to immediately make an attack against the caster. Enemies hit have Disadvantage on Concentration Saving Throws. Prerequisites: N/A
Magic Initiate – Bard
Magic Initiate – Bard Effects: Learn 2 cantrips and a Level 1 spell from the Bard spell list. You can cast the Level 1 spell once per Long Rest. Spellcasting Ability for all 3 spells is Charisma. Prerequisites: N/A
Magic Initiate – Cleric
Magic Initiate – Cleric Effects: Learn 2 cantrips and a Level 1 spell from the Cleric spell list. You can cast the Level 1 spell once per Long Rest. Spellcasting Ability for all 3 spells is Wisdom. Prerequisites: N/A
Magic Initiate – Druid
Magic Initiate – Druid Effects: Learn 2 cantrips and a Level 1 spell from the Druid spell list. You can cast the Level 1 spell once per Long Rest. Spellcasting Ability for all 3 spells is Wisdom. Prerequisites: N/A
Magic Initiate – Sorcerer
Magic Initiate – Sorcerer Effects: Learn 2 cantrips and a Level 1 spell from the Sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Spellcasting Ability for all 3 spells is Charisma. Prerequisites: N/A
Magic Initiate – Warlock
Magic Initiate – Warlock Effects: Learn 2 cantrips and a Level 1 spell from the Warlock spell list. You can cast the Level 1 spell once per Long Rest. Spellcasting Ability for all 3 spells is Wisdom. Prerequisites: N/A
Magic Initiate – Wizard
Magic Initiate – Wizard Effects: Learn 2 cantrips and a Level 1 spell from the Wizard spell list. You can cast the Level 1 spell once per Long Rest. Spellcasting Ability for all 3 spells is Intelligence. Prerequisites: N/A
Martial Adept
Martial Adept Effects: Learn two maneuvers from the Battle Master subclass and gain a Superiority Die to fuel them. Regain expended Superiority Dice after a Short or Long Rest. Prerequisites: N/A
Medium Armor Master
Medium Armor Master Effects: When wearing Medium Armor, it doesn’t impose Disadvantage on Stealth Checks. The bonus to AC from Dexterity also becomes +3 instead of +2. Prerequisites: N/A
Mobile
Mobile Effects: Movement speed increases, and difficult terrain doesn’t slow you down when you Dash. If you move after making a melee attack, you don’t provoke Opportunity Attacks. Prerequisites: N/A
Moderately Armoured
Moderately Armoured Effects: Gain Armor Proficiency with Medium Armor and shields, and Strength or Dexterity increases by 1, to a maximum of 20. Prerequisites: Light Armor Proficiency
Performer
Performer Effects: Gain Musical Instrument Proficiency, and Charisma increases by 1, to a maximum of 20. Prerequisites: N/A
Polearm Master
Polearm Master Effects: When attacking with a Glaive, Halberd, Quarterstaff, or Spear, can use a Bonus Action to attack with the butt of your weapon. Can also make an Opportunity Attack when a target comes within range. Prerequisites: N/A
Resilient
Resilient Effects: Increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability’s Saving Throws. Prerequisites: N/A
Ritual Caster
Ritual Caster Effects: Learn two ritual spells of your choice. Prerequisites: INT/WIS greater than 13
Savage Attacker
Savage Attacker Effects: When making weapon attacks, roll for damage twice and use the highest result. Prerequisites: N/A
Sentinel
Sentinel Effects: When an enemy within melee range attacks an ally, you can use a reaction to make a weapon attack against that enemy – ally must not also have the Sentinel Feat. Gain Advantage on Opportunity Attacks, and creatures hit by an Opportunity Attack can no longer move for the rest of its turn. Prerequisites: N/A
Sharpshooter
Sharpshooter Effects: Ranged weapon attacks do not receive penalties from High Ground Rules. Ranged weapon attacks with weapons you are Proficient with, optionally, have a -5 penalty to their Attack Roll, but deal an additional 10 damage. Prerequisites: N/A
Shield Master
Shield Master Effects: Gain a +2 bonus to Dexterity Saving Throws while wielding a shield. If a spell forces you to make a Dexterity Saving Throw, you can use a reaction to shield yourself and diminish the effect’s damage. On a failed Saving Throw, only take half damage. Prerequisites: N/A
Skilled
Skilled Effects: Gain Proficiency in 3 Skills of your choice. Prerequisites: N/A
Spell Sniper
Spell Sniper Effects: Learn a Cantrip, and the number needed to roll a Critical Hit while attacking is reduced by 1. This effect can stack. Prerequisites: Spellcasting
Tavern Brawler
Tavern Brawler Effects: When making an Unarmed Attack, use an improvised weapon, or throw something, your Strength Modifier is added twice to the damage and Attack Rolls. Prerequisites: N/A
Tough
Tough Effects: HP maximum increases by 2 for every level gained. Prerequisites: N/A
War Caster
War Caster Effects: Gain Advantage on Saving Throws to maintain Concentration on a spell. Can also use a reaction to cast Shocking Grasp at a target moving out of melee range. Prerequisites: Spellcasting
Weapon Master
Weapon Master Effects: Gain Proficiency with four weapons of your choice, and your Strength or Dexterity increases by 1, to a maximum of 20. Prerequisites: N/A
Baldur’s Gate 3 is available on PC and will release on PlayStation 5 on September 6, 2023. A version for Xbox Series X|S is currently in development.