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What Are Feats In Baldur's Gate 3?All Baldur's Gate 3 Feats, Explained
Baldur's Gate 3 brings the diverse features of Dungeons and Dragons Fifth Edition's tabletop version to life in a video game format. Among these features is the extensive and varied Feats system, which grants characters new abilities both in and out of combat. These Feats are awarded to all classes every few levels.
If none of the unique Feats in BG3 align well with a character's build, there is always the option of choosing the "default" choice - Ability Score Improvement. However, before opting for this straightforward increase in stats, it is worth exploring all the other Feats available in BG3 to see if anything catches the eye.
What Are Feats In Baldur's Gate 3?
Feats are special abilities that players can acquire for their characters at specific levels. Most characters can choose from a variety of Feats at Level 4, 8, and 12, although certain classes and builds have the potential to acquire even more.
Baldur's Gate 3 Feats cover a wide range of benefits, such as gaining new Proficiencies and Spells, boosting Damage, and improving defensive capabilities in specific situations. Almost all Feats are available to any character build, offering players a great deal of flexibility in how they shape their character's progression. For example, Wizards can acquire Heavy Armor Proficiency, Fighters can learn spellcasting Feats, and Monks can even select the Great Weapon Master Feat if desired.
All Baldur's Gate 3 Feats, Explained
The options for all classes are available, however, certain choices are significantly superior to others. In case the selected Feats do not deliver the expected level of power, players have the option to approach Withers for a respec by paying a minimal amount of 100 Gold.
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
Effects of Dual Wielding: You are able to engage in Two-Weapon fighting regardless of whether the weapons are Light or not. Additionally, while wielding a melee weapon in each hand, you gain a bonus of +1 to your Armor Class. It is important to note that Heavy weapons cannot be used for dual-wielding.
Prerequisites: N/A
Dungeon Delver
Dungeon Delver Effects: Gain an advantage on Perception Checks for detecting hidden objects and on Saving Throws for avoiding or resisting traps. Also, gain resistance to damage caused by traps.
Prerequisites: None
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
Enhanced Effects of the Great Weapon Master: Upon landing a Critical Hit or successfully vanquishing a target with a melee weapon attack, you have the ability to execute an additional melee weapon attack as a bonus action. Moreover, if you possess proficiency in wielding Heavy melee weapons, you have the option to inflict an extra 10 points of damage, albeit sacrificing -5 from 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 nearby, you gain Advantage on all Saving Throws against it. Additionally, you can use a reaction to swiftly strike the spellcaster. The target of your attack also suffers from Disadvantage on Concentration Saving Throws.
Prerequisites: None.
Magic Initiate – Bard
:Enhance Your Abilities – Bard Style
Unlock the potential of your inner bard with the power of Magic Initiate. This unique feat grants you the ability to learn two cantrips and a mesmerizing Level 1 spell from the illustrious Bard spell list. Excitingly, you can wield the Level 1 spell once per Long Rest. To further amplify your magical prowess, harness the captivating force of Charisma as your Spellcasting Ability for all three spells. Embrace the enchanting allure of the bardic arts and become a true mage of musical magic!
Prerequisites: N/A
Magic Initiate – Cleric
The Magic Initiate – Cleric allows you to acquire 2 cantrips and a Level 1 spell from the Cleric spell list. The Level 1 spell can be cast once per Long Rest. Wisdom is the Spellcasting Ability for all 3 spells. Prerequisites are not applicable.
Magic Initiate – Druid
Magic Initiate – Druid Ability: Gain proficiency in two cantrips and learn one 1st-level spell from the Druid spell list. You are able to cast the 1st-level spell once after a Long Rest. Wisdom is your Spellcasting Ability for all three spells.
Prerequisites: N/A
Magic Initiate – Sorcerer
Gain the ability of a Magic Initiate – Sorcerer, which allows you to learn and use 2 cantrips and a Level 1 spell from the Sorcerer spell list. Once per Long Rest, you are able to cast the Level 1 spell. Charisma is the Spellcasting Ability for all 3 spells. No specific prerequisites are required.
Magic Initiate – Warlock
Magic Initiate – Warlock Effects: Gain proficiency in two cantrips and one Level 1 spell from the Warlock spell list. Once per Long Rest, you can cast the Level 1 spell. Wisdom is your Spellcasting Ability for all three spells.
Prerequisites: N/A
Magic Initiate – Wizard
Magic Initiate – Wizard: Choose 2 cantrips and a Level 1 spell from the Wizard spell list. Once per Long Rest, you can cast the Level 1 spell. The spellcasting ability for all three spells is Intelligence. Prerequisites: None.
Martial Adept
Improved Martial Skills: Acquire mastery over two techniques from the Battle Master specialization and acquire a Superiority Die to empower them. Replenish spent Superiority Dice following 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
Enhanced Mobility: Gain a boost in movement speed and the ability to effortlessly traverse difficult terrain while dashing. Furthermore, engaging in melee combat no longer leaves you vulnerable to Opportunity Attacks when you decide to move afterward.
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
Effects of Polearm Master: While wielding a Glaive, Halberd, Quarterstaff, or Spear, you have the ability to use a Bonus Action to strike with the butt of your weapon. Additionally, you can make an Opportunity Attack when a target enters your range.
Prerequisites: None.
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: Whenever an enemy within close combat distance launches an attack against a companion, you have the ability to quickly retaliate with a weapon strike against that enemy. This opportunity attack is even more advantageous, as creatures struck by it are immobilized for the remainder of their turn. However, this ability cannot be utilized if the companion being attacked also possesses the Sentinel Feat.
Prerequisites: None
Sharpshooter
Sharpshooter Effects: Ranged weapon attacks ignore penalties from High Ground Rules. When using a ranged weapon you are Proficient with, you can choose to take a -5 penalty to your Attack Roll in exchange for dealing an additional 10 damage.
Prerequisites: N/A
Shield Master
Shield Master Effects: While wielding a shield, you receive a +2 bonus to Dexterity Saving Throws. Furthermore, if a spell compels you to make a Dexterity Saving Throw, you have the ability to react by protecting yourself with a shield, reducing the damage caused by the spell. In the event of a failed Saving Throw, you only sustain half of the original damage. Prerequisites: None.
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.