Baldur's Gate 3: All Feats (& What They Do)


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? Baldurs Gate 3 What Are Feats Gale Magic Affliction Explosion

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 Baldurs Gate 3 What Are Feats List Character level Up lvl 4 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.

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