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{{PageSeo
{{PageSeo
| description = Feats are passive features that provide unique improvements to your character, allowing for deeper customisation.
| description = Feats are features that provide unique improvements to your character, allowing for deeper customisation.
| image = Passive Feature Generic Icon.png
| image = Generic Feature Icon.webp
 
}}
}}
At class levels 4, 8, and 12, players can choose to take a feat instead of increasing their [[Ability Scores]]. Feats are character features that grant unique abilities or bonuses which improve a character's abilities in specified areas.
'''Feats''' are features that grant a character unique improvements. All classes select one feat at class levels 4, 8, and 12. [[Fighter|Fighters]] select an additional feat at level 6; [[Rogue|Rogues]] select an additional feat at level 10.


{{Class|Fighter}}s and {{Class|Rogue}}s also gain access to bonus feats, with the fighter gaining a bonus feat at level '''6''' and the rogue 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''.
== Feats ==
{| class="wikitable" style="margin:auto;"
|-
! Feat !! Description
|-
|style="width: 23%;"|{{anchor|Ability Improvement}} '''Ability Improvement''' ||
''Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.''
* Increase one [[Ability Score]] by 2, or two [[Ability Score]]s by 1.
* You can't increase an Ability Score above 20 using this feature.
|-
|{{anchor|Actor}} '''Actor''' ||
* Your {{Ability|Charisma}} increases by 1, to a maximum of 20.
* Your [[Proficiency Bonus]] is also doubled for [[Deception]] and [[Performance]] checks.
* Note: despite not mentioning this in the tooltip, the character also gains proficiency in these 2 skills if they didn't have those proficiencies yet (game version: 4.36.34458).
|-
|{{anchor|Alert}} '''Alert''' ||
'''{{SAI|Alert|w=30}}'''
:* You gain a +5 bonus to [[Initiative]] and can't be [[Initiative|Surprised]].
|-
|{{anchor|Athlete}} '''Athlete''' ||
'''{{SAI|Athlete: Standing Up|w=30}}'''
:* Your {{Ability|Strength}} or {{Ability|Dexterity}} increases by 1, to a maximum of 20.
:* When you are {{Cond|Prone}}, standing up uses significantly less movement. Your {{SAI|Jump (Bonus Action)|Jump}} distance also increases by 50%.
|-
|{{anchor|Charger}} '''Charger''' ||
Gain the following weapon attacks:


'''{{SAI|Charger: Weapon Attack|w=30}}'''
== List of all feats ==
:* Charge forward and slam your weapon into the first enemy in your way without provoking [[Opportunity Attack]]s.
<!-- Note that it is not required to define the number of rows per feat as of 04/26/2024 -->
:* Notes:
{{table begin|colspan1=1|header1=Name|colspan2=1|header2=Description|style=margin:auto; width:100%; padding:0;}}
:** Use both an action and bonus action, move up to 9m, and make a melee attack with +5 damage.
{{table feat
:** This counts as a single weapon attack, not a full Action, so it is possible to follow up with abilities like [[Extra Attack]].
| name = Ability Improvement
 
| description =
'''{{SAI|Charger: Shove|w=30}}'''
* Increase one [[Abilities|ability score]] by 2, or two ability scores by 1, up to a maximum of 20.
:* Charge forward and {{SAI|Shove}} the first enemy in your way.
}}
:* Notes:
{{table feat
:** Shove distance depends on your {{Ability|Strength}} and the target's weight.
| name = Actor
:** This counts as a full Action.
| feature1 = {{Pass|Actor|w=30}}
|-
| description1 =
|{{anchor|Crossbow Expert}} '''Crossbow Expert''' ||
* Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20.
'''{{SAI|Crossbow Expert: Point-Blank|w=30}}'''
* You gain [[Proficiency#Expertise|expertise]] in [[Deception]] and [[Performance]].
:* When you make crossbow attacks within melee range, the {{Attack Roll}}s do not have {{Disadvantage}}.
| notes =
 
* If not already [[Proficiency#Skill proficiency|proficient]], the character also gains proficiency in the chosen skills.
'''{{SAI|Crossbow Expert: Wounding|w=30}}'''
| rows = 4
:* Your {{SAI|Piercing Shot}} also inflicts {{Cond|Gaping Wounds}} for twice as long.
}}
|-
{{table feat
|{{anchor|Defensive Duellist}} '''Defensive Duellist''' ||
| name = Alert
'''{{SAI|Defensive Duellist|w=30}}'''
| feature1 = {{Pass|Alert|w=30}}
:* When you are attacked with a melee attack while wielding a [[Finesse|Finesse Weapon]] you are [[Proficiency|Proficient]] in, you can use a [[Reaction]] to increase your {{ArmourClass}} by your [[Proficiency Bonus]], possibly causing the attack to miss.
| description1 =
|-
* You gain a +5 bonus to [[initiative]] and can't be {{cond|Surprised}}.
|{{anchor|Dual Wielder}} '''Dual Wielder''' ||
| rows = 2
 
}}  
'''{{SAI|Dual Wielder: Bonus Armour Class|w=30}}'''
{{table feat
:* You have a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand.
| name = Athlete
 
| feature1 = {{Pass|Athlete: Standing Up|w=30}}
'''{{SAI|Dual Wielder|w=30}}'''
| description1 =
:* You can use Two-Weapon Fighting even if your weapons aren't [[light (weapon property)|Light]] You cannot dual-wield [[Heavy (weapon property)|Heavy]] weapons.
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* Note: the feat is very ambiguously worded. Testing shows it doesn't actually give the [[Fighting_Style|Two-Weapon Fighting]] style, it just allows you to dual wield non-light non-heavy weapons.  
* When you are {{Cond|Prone}}, standing up uses significantly less movement.
|-
* Your {{SAI|Jump}} distance also increases by 50%.
|{{anchor|Dungeon Delver}} '''Dungeon Delver''' ||
| rows = 2
'''{{SAI|Dungeon Delver: Perception|w=30}}'''
}}  
:* You gain {{Advantage}} on [[Perception]] checks made to detect hidden objects and on {{SavingThrow}}s made to avoid or resist traps.
{{table feat
 
| name = Charger
'''{{SAI|Dungeon Delver: Resist Traps|w=30}}'''
| description =
:* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to the damage dealt by traps.
| feature1 = {{SAI|Charger: Weapon Attack|w=30}}
|-
| description1 =
|{{anchor|Durable}} '''Durable''' ||
* Charge forward and slam your weapon into the first enemy in your way without provoking {{SAI|Opportunity Attack|Opportunity Attacks}}.
'''{{SAI|Durable|w=30}}'''
| feature2 = {{SAI|Charger: Shove|w=30}}
:* {{Ability|Constitution}} increases by 1, to a maximum of 20.
| description2 =
:* Regain full [[Hit Points]] every time you take a [[Short Rest]].
* Charge forward and {{SAI|Shove}} the first enemy in your way.
|-
* Shove distance depends on your {{Ability|Strength}} and the target's weight.
|{{anchor|Elemental Adept}} '''Elemental Adept''' ||
| feature3 =
* Spells you cast ignore [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to a damage type of your choice. In addition, when you deal that type of damage with a [[Spells|Spell]], you cannot roll a 1.
| description3 =
 
| notes =
Damage resistance options are one of the following:<br>
* Charger: Weapon attack uses {{Action|both}}, moves up to {{Distance|m=9}}, and makes a melee attack with +5 damage.
* '''{{SAI|Elemental Adept: Acid}}'''
** This counts as a single weapon attack, and benefits from {{SAI|Extra Attack}}.
* '''{{SAI|Elemental Adept: Cold}}'''
}}
* '''{{SAI|Elemental Adept: Lightning}}'''
{{table feat
* '''{{SAI|Elemental Adept: Fire}}'''
| name = Crossbow Expert
* '''{{SAI|Elemental Adept: Thunder}}'''
| description =
|-
| feature1 = {{Pass|Crossbow Expert: Point-Blank|w=30}}
|{{anchor|Great Weapon Master}} '''Great Weapon Master''' ||
| description1 =
'''{{SAI|Great Weapon Master: Bonus Attack|w=30}}'''
* When you make crossbow attacks within melee range, the attack rolls do not have {{Disadvantage}}.
:* 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.
| feature2 = {{Pass|Crossbow Expert: Wounding|w=30}}
 
| description2 =
'''{{SAI|Great Weapon Master: All In|w=30}}'''
* Your {{SAI|Piercing Shot}} also inflicts {{Cond|Gaping Wounds}} for twice as long.
:* When attacking with a {{Two-Handed}} or {{Versatile}} melee weapon (in both hands) that you are [[Proficiency|Proficient]] with, {{Attack Roll}}s take a -5 penalty, but their damage increases by 10.
| feature3 =
:* Note: This is a toggleable passive ability.
| description3 =
|-
| notes =
|{{anchor|Heavily Armoured}} '''Heavily Armoured'''<br>''(Requires {{MediumArmour}} [[Proficiency]])'' ||
| rows = 4
'''{{SAI|Heavily Armoured|w=30}}'''
}}
:* Increase your {{Ability|Strength}} by 1, to a maximum of 20.
{{table feat
:* Gain [[Proficiency]] with {{HeavyArmour}}.
| name = Defensive Duellist
|-
| description =
|{{anchor|Heavy Armour Master}} '''Heavy Armour Master'''<br>''(Requires {{HeavyArmour}} [[Proficiency]])'' ||
| feature1 = {{SAI|Defensive Duellist|w=30}}
'''{{SAI|Heavy Armour Master|w=30}}'''
| description1 =
:* Increase your {{Ability|Strength}} by 1, to a maximum of 20.
* When you are attacked with a melee attack while wielding a [[Finesse|Finesse weapon]] you are [[Proficiency|proficient]] in, you can use a {{action|Reaction}} to increase your {{Armour Class}} by your proficiency bonus, possibly causing the attack to miss. Requires {{Ability|Dexterity}} to be higher than 13.
:* Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
| notes =
|-
| rows = 2
|{{anchor|Lightly Armoured}} '''Lightly Armoured''' ||
}}
'''{{SAI|Lightly Armoured|w=30}}'''
{{table feat
:* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
| name = Dual Wielder
:* Gain [[Proficiency]] with {{LightArmour}}.
| description =
|-
| feature1 = {{Pass|Dual Wielder|w=30}}
|{{anchor|Lucky}}'''Lucky''' ||
| description1 =
'''{{SAI|Lucky|w=30}}'''
* You can use Two-Weapon Fighting even if your weapons aren't [[light (weapon property)|Light]].
:* You gain 3 Luck Points, which you can use to gain {{Advantage}} on {{Attack Roll}}s, [[Ability Check]]s, or {{SavingThrow}}s, or to make an enemy reroll their {{Attack Roll}}.
* You cannot dual-wield [[Heavy (weapon property)|Heavy]] weapons.
|-
| feature2 = {{Pass|Dual Wielder: Bonus Armour Class|w=30}}
|{{anchor|Mage Slayer}}'''Mage Slayer''' ||
| description2 =
'''{{SAI|Mage Slayer: Saving Throw Advantage|w=30}}'''
* You have a +1 bonus to {{Armour Class}} while wielding a melee weapon in each hand.
:* When a creature casts a [[Spells|Spell]] within melee range of you, you have {{Advantage}} on any {{SavingThrow}}s against it.
| feature3 =
 
| description3 =
'''{{SAI|Mage Slayer: Attack Caster|w=30}}'''
| notes =
:* You can use a [[Reaction]] to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.
* This feat doesn't give the [[Fighting_Style|Two-Weapon Fighting]] style, it just allows a creature to dual wield non-light non-heavy weapons.
 
** Simple melee weapons: {{WeaponType|Javelins}}, {{WeaponType|Maces}}, {{WeaponType|Quarterstaves}}, and {{WeaponType|Spears}}
'''{{SAI|Mage Slayer: Break Concentration|w=30}}'''
** Martial melee weapons: {{WeaponType|Battleaxes}}, {{WeaponType|Flails}}, {{WeaponType|Longswords}}, {{WeaponType|Morningstars}}, {{WeaponType|Rapiers}}, {{WeaponType|Tridents}}, {{WeaponType|War Picks}}, and {{WeaponType|Warhammers}} 
:* Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s.
| rows = 6
|-
}}  
|{{anchor|Magic Initiate: Bard}} '''Magic Initiate: Bard''' ||
{{table feat
'''{{SAI|Magic Initiate: Bard|w=30}}'''
| name = Dungeon Delver
:* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Bard/Spells|Bard spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
| description =
|-
| feature1 = {{Pass|Dungeon Delver: Perception|w=30}}
|{{anchor|Magic Initiate: Cleric}} '''Magic Initiate: Cleric''' ||
| description1 =
'''{{SAI|Magic Initiate: Cleric|w=30}}'''
* You gain {{Advantage}} on [[Perception]] checks made to detect hidden objects and on {{Saving Throw}}s made to avoid or resist traps.
:* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Cleric/Spells|Cleric spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}.
| feature2 = {{Pass|Dungeon Delver: Resist Traps|w=30}}
|-
| description2 =
|{{anchor|Magic Initiate: Druid}} '''Magic Initiate: Druid''' ||
* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|resistance]] to the damage dealt by traps.
'''{{SAI|Magic Initiate: Druid|w=30}}'''
| notes =
:* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Druid/Spells|Druid spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}.
| rows = 4
|-
}}
|{{anchor|Magic Initiate: Sorcerer}} '''Magic Initiate: Sorcerer''' ||
{{table feat
'''{{SAI|Magic Initiate: Sorcerer|w=30}}'''
| name = Durable
:* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Sorcerer/Spells|Sorcerer spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
| description =
|-
| feature1 = {{Pass|Durable|w=30}}
|{{anchor|Magic Initiate: Warlock}} '''Magic Initiate: Warlock''' ||
| description1 =
'''{{SAI|Magic Initiate: Warlock|w=30}}'''
* Your {{Ability|Constitution}} ability score increases by 1, to a maximum of 20.
:* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Warlock/Spells|Warlock spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
* Regain full [[hit points]] every time you take a [[short rest]].
|-
| notes = * For Wild Shape, this adds +1 {{Ability|Constitution}} and full HP on a short rest, but {{em|does not}} increase Wild Shape form HP.{{note|name=DruidWSInteractions|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 [[Wild Shape#All Wild Shape Forms|All Wild Shape Forms]].}}
|{{anchor|Magic Initiate: Wizard}} '''Magic Initiate: Wizard'''  ||
}}  
'''{{SAI|Magic Initiate: Wizard|w=30}}'''
{{table feat
:* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Wizard/Spells|Wizard spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]] for all three spells is {{Ability|Intelligence}}.
| name = Elemental Adept
|-
| description = * Spells you cast ignore [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|resistance]] to a damage type of your choice. In addition, when you deal that type of damage with a [[Spells|spell]], you cannot roll a 1.
|{{anchor|Martial Adept}} '''Martial Adept''' ||
* Damage resistance options are one of the following:
'''{{SAI|Martial Adept|w=30}}'''
** {{Pass|Elemental Adept: Acid}}
:* Learn two [https://bg3.wiki/wiki/Manoeuvres Manoeuvres] from the [[Battle Master]] archetype and receive 1 (additional) Superiority Die to fuel them. You regain expended Superiority Dice after a [[Short Rest|Short]] or [[Long Rest]].
** {{Pass|Elemental Adept: Cold}}
|-
** {{Pass|Elemental Adept: Lightning}}
|{{anchor|Medium Armour Master}} '''Medium Armour Master'''<br>''(Requires {{MediumArmour}} [[Proficiency]])''<br> ||
** {{Pass|Elemental Adept: Fire}}
'''{{SAI|Medium Armour Master|w=30}}'''
** {{Pass|Elemental Adept: Thunder}}
:* When you wear medium armour, it doesn't impose {{Disadvantage}} on [[Stealth]] checks. The bonus to {{Armour Class}} you can gain from your {{Ability|Dexterity}} modifier also becomes +3 instead of +2.
| notes = * "You cannot roll a 1" means that 1 is effectively removed from the dice roll. On attacks that use multiple dice, such as cantrips past level 5, any of the dices can't roll a 1.
|-
}}
|{{anchor|Mobile}} '''Mobile''' ||
{{table feat
* Your [[Movement Speed]] increases by {{Distance|m=3|ft=10}}.
| name = Great Weapon Master
 
| description =
'''{{SAI|Mobile: Evade Difficult Terrain|w=30}}'''
| feature1 = {{Pass|Great Weapon Master: Bonus Attack|w=30}}
:* When you use the [[Dash]] action, [[Difficult Terrain]] doesn't slow you down.
| description1 = * When an attack with a melee weapon lands a [[Critical Hit]] or kills a creature, you can make another melee weapon attack as a {{Action|Bonus}} that turn.
 
| feature2 = {{Pass|Great Weapon Master: All In|w=30}}
'''{{SAI|Mobile: Evade Opportunity Attack|w=30}}'''
| description2 =
:* If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target.
* When attacking with a {{Two-Handed}} or {{Versatile}} melee weapon (in both hands) that you are [[Proficiency|Proficient]] with, {{Attack Roll}}s take a -5 penalty, but their damage increases by 10.
|-
| feature3 =
|{{anchor|Moderately Armoured}} '''Moderately Armoured'''<br>''(Requires {{LightArmour}} [[Proficiency]])''||
| description3 =
'''{{SAI|Moderately Armoured|w=30}}'''
| notes =
:* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
* All In is a toggleable passive ability.
:* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
| rows = 6
|-
}}
|{{anchor|Performer}} '''Performer''' ||
{{table feat
* Increase your {{Ability|Charisma}} by 1, to a maximum of 20.
| name = Heavily Armoured
* Gain [[Proficiency#Instrument_Proficiency|Musical Instrument]] [[Proficiency]].
| description =
|-
| feature1 = {{Pass|Heavily Armoured|w=30}}
|{{anchor|Polearm Master}} '''Polearm Master''' ||
| description1 =
 
* Your {{Ability|Strength}} ability score increases by 1, to a maximum of 20.
'''{{SAI|Polearm Master: Bonus Attack|w=30}}'''
* Gain [[Proficiency]] with {{HeavyArmour}}.
:* When attacking with a {{WeaponType|Glaive}}, {{WeaponType|Halberd}}, {{WeaponType|Quarterstaff}}, or {{WeaponType|Spear}}, you can use a [[Bonus Action]] to attack with the butt of your weapon.
| notes =
:* Note: This attack deals 1d4 + Weapon Ability Modifier damage.
* Requires {{MediumArmour}} [[Proficiency]].
| rows = 4
}}
{{table feat
| name = Heavy Armour Master
| description =
| feature1 = {{Pass|Heavy Armour Master|w=30}}
| description1 =
* Your {{Ability|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 =
* Requires {{HeavyArmour}} [[Proficiency]].
| rows = 4
}}
{{table feat
| name = Lightly Armoured
| description =
| feature1 = {{Pass|Lightly Armoured|w=30}}
| description1 =
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{LightArmour}}.
| notes =
| rows = 2
}}
{{table feat
| name = Lucky
| description =
| feature1 = {{Pass|Lucky|w=30}}
| description1 =
* You gain 3 Luck Points that recharge after a [[Long Rest]], which you can use to gain {{Advantage}} on {{Attack Roll}}s, {{Ability Check}}s, or {{SavingThrow}}s, or to make an enemy reroll their {{Attack Roll}}.
| notes =
| rows = 2
}}
{{table feat
| name = Mage Slayer
| description =
| feature1 = {{Pass|Mage Slayer: Saving Throw Advantage|w=30}}
| description1 =
* When a creature casts a [[Spells|Spell]] within melee range of you, you have {{Advantage}} on any {{SavingThrow}}s against it.
| feature2 = {{Pass|Mage Slayer: Attack Caster|w=30}}
| description2 =
* You can use a {{action|Reaction}} to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.
| feature3 = {{Pass|Mage Slayer: Break Concentration|w=30}}
| description3 =
* Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s.
| notes =
| rows = 6
}}  
{{table feat
| name = Magic Initiate: Bard
| description =  
| feature1 = {{Pass|Magic Initiate: Bard|w=30}}
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Bard spells|Bard spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Magic Initiate: Cleric
| description =
| feature1 = {{Pass|Magic Initiate: Cleric|w=30}}
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Cleric spells|Cleric spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}.
| notes =
* While wearing medium armor, the bonus to {{Armour Class}} you can gain from your {{Ability|Dexterity}} 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.
}}
{{table feat
| name = Magic Initiate: Druid
| description =
| feature1 = {{Pass|Magic Initiate: Druid|w=30}}
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Druid spells|Druid spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Magic Initiate: Sorcerer
| description =
| feature1 = {{Pass|Magic Initiate: Sorcerer|w=30}}
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Sorcerer spells|Sorcerer spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Magic Initiate: Warlock
| description =
| feature1 = {{Pass|Magic Initiate: Warlock|w=30}}
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Warlock spells|Warlock spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Magic Initiate: Wizard
| description =
| feature1 = {{Pass|Magic Initiate: Wizard|w=30}}
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Wizard spells|Wizard spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Intelligence}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Martial Adept
| description =
| feature1 = {{Pass|Martial Adept|w=30}}
| description1 =
* 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 Rest|Short]] or [[Long Rest]].
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Medium Armour Master
| description =
| feature1 = {{Pass|Medium Armour Master|w=30}}
| description1 =
* When you wear medium armour, it doesn't impose {{Disadvantage}} on [[Stealth]] checks. The bonus to {{Armour Class}} you can gain from your {{Ability|Dexterity}} modifier also becomes +3 instead of +2.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
* Requires {{MediumArmour}} [[Proficiency]].
| rows = 4
}}
{{table feat
| name = Mobile
| description =
| feature1 = {{Pass|Mobile|w=30}}
| description1 =
* Your [[Movement Speed]] increases by {{Distance|m=3}}.
| feature2 = {{Pass|Mobile: Evade Difficult Terrain|w=30}}
| description2 =
* When you use the {{SAI|Dash}} action, [[Difficult Terrain]] doesn't slow you down.
| feature3 = {{Pass|Mobile: Evade Opportunity Attack|w=30}}
| description3 =
* If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target.
| notes =
}}
{{table feat
| name = Moderately Armoured
| description =
| feature1 = {{Pass|Moderately Armoured|w=30}}
| description1 =
Requires {{LightArmour}} [[Proficiency]].
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Performer
| description =
* Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20.
* Gain [[Instruments|Musical Instrument]] [[Proficiency#Instrument_proficiency|Proficiency]].
| rows = 1
}}
{{table feat
| name = Polearm Master
| description =
| feature1 = {{Pass|Polearm Master: Bonus Attack|w=30}}
| description1 =
* When attacking with a {{WeaponType|Glaive}}, {{WeaponType|Halberd}}, {{WeaponType|Pike}}, {{WeaponType|Quarterstaff}}, or {{WeaponType|Spear}}, you can use a {{Action|Bonus}} to attack with the butt of your weapon.
| feature2 = {{Pass|Polearm Master: Opportunity Attack|w=30}}
| description2 =
* You can also make an [[Opportunity Attack]] when a target comes within range.
| feature3 =
| description3 =
| 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 if another ability is used for the attack roll (such as through [[Shillelagh]] or [[Pact of the Blade]]).
* The Polearm Master: Bonus Attack often does not apply additional damage-on-hit effects, such as [[Hunter's Mark]] or the additional damage from [[Great Weapon Master]].
* Polearm Master works with Pikes even though this is not stated in-game. (see {{note|name=PikesPolearmMaster|It's 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''')}})
| rows = 6
}}
{{table feat
| name = Resilient
| description =
* You increase an [[Ability Scores|Ability]] by 1, to a maximum of 20.
* Gain [[Proficiency]] in that ability's {{SavingThrow|Saving Throws}}.
* The available passive features are:
** {{Pass|Resilient: Strength}}
** {{Pass|Resilient: Dexterity}}
** {{Pass|Resilient: Constitution}}
** {{Pass|Resilient: Intelligence}}
** {{Pass|Resilient: Wisdom}}
** {{Pass|Resilient: Charisma}}
| notes =
* This [[Ability Scores|Ability]] increase applies to [[Druid|druids]] in [[Wild Shape]].{{note|name=DruidWSInteractions|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 [[Wild Shape#All Wild Shape Forms|All Wild Shape Forms]].}}
| rows = 3
}}
{{table feat
| name = Ritual Caster
| description =
| feature1 = {{Pass|Ritual Caster: Free Spells|w=30}}
| description1 =
* You learn two {{Ritual Spell}} spells of your choice.
| notes = * The available spells are:
** {{SAI|Enhance Leap}}
** {{SAI|Disguise Self}}
** {{SAI|Find Familiar}}
** {{SAI|Longstrider}}
** {{SAI|Speak with Animals}}
** {{SAI|Speak with Dead}}
}}
{{table feat
| name = Savage Attacker
| description =
| feature1 = {{Pass|Savage Attacker|w=30}}
| description1 =
* When making melee weapon attacks, you roll your damage dice twice and use the highest result.
| notes =
| rows = 2
}}
{{table feat
| name = Sentinel
| description =
| feature1 = {{Pass|Sentinel: Vengeance|w=30}}
| description1 =
* When an enemy in melee range attacks an ally, you can use a {{action|Reaction}} to make a weapon attack against that enemy. Target ally must not have the Sentinel feat.
| feature2 = {{Pass|Sentinel: Snare|w=30}}
| description2 =
* When you hit a creature with an [[Attack of Opportunity]], it can no longer move for the rest of its turn.
| feature3 = {{Pass|Sentinel: Opportunity Advantage|w=30}}
| description3 =
:* You gain {{Advantage}} on [[Opportunity Attack|Opportunity Attacks]].
| notes =
| rows = 6
}}
{{table feat
| name = Sharpshooter
| description =
| feature1 = {{Pass|Sharpshooter: Low Ground|w=30}}
| description1 =
* Your ranged weapon attacks are not penalized for [[High Ground Rules]].
| feature2 = {{Pass|Sharpshooter: All In|w=30}}
| description2 =
* Ranged weapon attacks with weapons you are [[Proficient]] with have a -5 penalty to their {{Attack Roll}}, but deal an additional 10 damage.
| feature3 =
| description3 =
| notes =* All In is a toggleable passive ability.
| rows = 6
}}
{{table feat
| name = Shield Master
| description =
| feature1 = {{Pass|Shield Master|w=30}}
| description1 = * Gain a +2 bonus to {{Saving Throw|Dexterity}} when wielding a [[Shields|Shield]].
| feature2 = {{SAI|Shield Master: Block|w=30}}
| description2 =
* If a [[Spells|Spell]] forces you to make a {{Saving Throw|Dexterity}}, you can use your {{action|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 {{Saving Throw|Dexterity}}.
}}
{{table feat
| name = Skilled
| description =
* You gain [[Proficiency]] in 3 [[Skills]] of your choice.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
}}
{{table feat
| name = Spell Sniper
| description =
| feature1 = {{Pass|Spell Sniper|w=30}}
| description1 =
* You learn a cantrip, and the number you need to roll a [[Critical Hit]] while attacking with a [[Spells|Spell]] is reduced by 1. This effect can stack.
| notes =
* The available cantrips are:
** {{SAI|Bone Chill}}
** {{SAI|Eldritch Blast}}
** {{SAI|Fire Bolt}}
** {{SAI|Ray of Frost}}
** {{SAI|Shocking Grasp}}
** {{SAI|Thorn Whip}}
* These cantrips use the character's [[Spells#Spellcasting_ability|Spellcasting Ability]]. For example, if a [[Cleric]] chooses Eldritch Blast with this feat, they use their {{Ability|Wisdom}} modifier and not their {{Ability|Charisma}} modifier.
* All available cantrips are Spell Attacks and use {{Attack Roll|attack rolls}}
| rows = 4
}}
{{table feat
| name = Tavern Brawler
| description =
| feature1 = {{Pass|Tavern Brawler|w=30}}
| description1 =
* Your {{Ability|Strength}} or {{Ability|Constitution}} 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 Roll}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
* Unarmed attacks that use {{Ability|Dexterity}} 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.
| rows = 4
}}
{{table feat
| name = Tough
| description =
| feature1 = {{Pass|Tough|w=30}}
| description1 =
* [[Hit Points|Hit Point]] maximum increased by 2 for each level.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = War Caster
| description =
| feature1 = {{Pass|War Caster: Concentration|w=30}}
| description1 =
* You gain {{Advantage}} on {{SavingThrow}}s to maintain {{Concentration}} on a [[Spells|Spell]].
| feature2 = {{Pass|War Caster: Opportunity Spell|w=30}}
| description2 =
* You can also use a {{action|Reaction}} to cast {{SAI|Shocking Grasp}} at a target moving out of melee range.
| feature3 =
| description3 =
| notes = * This feat does not grant the ability to use {{SAI|Shocking Grasp}} at will. Unless you know it from another source, you can {{em|only}} use it as an [[Attack of Opportunity]].
* Casting Shocking Grasp as an Attack of Opportunity uses the character's [[Spells#Spellcasting_ability|Spellcasting Ability]]. For example, if a [[Cleric]] casts Shocking Grasp with this feat, they use their {{Ability|Wisdom}} modifier
| rows = 6
}}
{{table feat
| name = Weapon Master
| description =
| feature1 = {{Pass|Weapon Master|w=30}}
| description1 =
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency]] with four [[Weapon]] types of your choice.
| notes =
| rows = 2
}}  
{{table end}}


'''{{SAI|Polearm Master: Opportunity Attack|w=30}}'''
== References ==
:* You can also make an [[Opportunity Attack]] when a target comes within range.
{{reflist}}
|-
|{{anchor|Resilient}} '''Resilient''' ||


'''{{SAI|Resilient|w=30}}'''
== Footnotes ==
:* You increase an [[Ability Scores|Ability]] by 1, to a maximum of 20.
{{notelist}}
:* Gain [[Proficiency]] in that ability's {{SavingThrow}}s.
:* Note: this increase ''does'' apply to a druid in wild shape.
|-
|{{anchor|Ritual Caster}} '''Ritual Caster''' ||
 
'''{{SAI|Ritual Caster: Free Spells|w=30}}'''
:* You learn two {{Icon|Ritual_Spell_Icon.png|24px}} [[Spells#Ritual_Spells|Ritual Spells]] of your choice.
:* Note: the spell must be one of these:
:** {{SAI|Enhance Leap}}
:** {{SAI|Disguise Self}}
:** {{SAI|Find Familiar}}
:** {{SAI|Longstrider}}
:** {{SAI|Speak with Animals}}
:** {{SAI|Speak with Dead}}
|-
|{{anchor|Savage Attacker}} '''Savage Attacker''' ||
'''{{SAI|Savage Attacker|w=30}}'''
:* When making melee weapon attacks, you roll your damage dice twice and use the highest result.
|-
|{{anchor|Sentinel}} '''Sentinel''' ||
 
'''{{SAI|Sentinel: Vengeance|w=30}}'''
:* 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.
 
'''{{SAI|Sentinel: Snare|w=30}}'''
:* When you hit a creature with an [[Attack of Opportunity]], it can no longer move for the rest of its turn.
 
'''{{SAI|Sentinel: Opportunity Advantage|w=30}}'''
:* You gain {{Advantage}} on [[Opportunity Attack]]s.
|-
|{{anchor|Sharpshooter}} '''Sharpshooter''' ||
'''{{SAI|Sharpshooter: Low Ground|w=30}}'''
:* Your ranged weapon attacks are not penalized for [[High Ground Rules]].
 
'''{{SAI|Sharpshooter: All In|w=30}}'''
:* Ranged weapon attacks with weapons you are [[Proficient]] with have a -5 penalty to their {{Attack Roll}}, but deal an additional 10 damage.
:* Note: This is a toggleable passive ability.
|-
|{{anchor|Shield Master}} '''Shield Master''' ||
'''{{SAI|Shield Master|w=30}}'''
:* Gain a +2 bonus to {{Ability|Dexterity}} {{SavingThrow}}s when wielding a [[Shields|Shield]].
 
'''{{SAI|Shield Master: Block|w=30}}'''
:* If a [[Spells|Spell]] forces you to make a Dexterity Saving Throw, you can use your [[Reaction]] to shield yourself and diminish the effect's damage.
:* Notes:
:** On a failed save, you only take half damage.
:** On a successful save, you don't take any damage, even if you normally would.
|-
|{{anchor|Skilled}} '''Skilled''' ||
'''{{SAI|Skilled|w=30}}'''
:* You gain [[Proficiency]] in 3 [[Skills]] of your choice.
|-
|{{anchor|Spell Sniper}} '''Spell Sniper''' ||
'''{{SAI|Spell Sniper|w=30}}'''
:* You learn a cantrip, and the number you need to roll a [[Critical Hit]] while attacking with a [[Spells|Spell]] is reduced by 1. This effect can stack.
:* Notes:
:** The cantrip you learn must be one of these:
:*** {{SAI|Bone Chill}}
:*** {{SAI|Eldritch Blast}}
:*** {{SAI|Fire Bolt}}
:*** {{SAI|Ray of Frost}}
:*** {{SAI|Shocking Grasp}}
:*** {{SAI|Thorn Whip}}
:** These cantrips use the character's [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability]]. For example, if a [[Cleric]] chooses Eldritch Blast with this feat, they use their [[Wisdom]] modifier and not their [[Charisma]] modifier.
|-
|{{anchor|Tavern Brawler}} '''Tavern Brawler''' ||
'''{{SAI|Tavern Brawler|w=30}}'''
:* Increase your {{Ability|Strength}} or {{Ability|Constitution}} 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 Roll}}s.
:* Note: Unarmed attacks that use Dexterity 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.
|-
|{{anchor|Tough}} '''Tough''' ||
'''{{SAI|Tough|w=30}}'''
:* [[Hit Points|Hit Point]] maximum increased by 2 for each level.
|-
|{{anchor|War Caster}} '''War Caster''' ||
'''{{SAI|War Caster: Concentration|w=30}}'''
:* You gain {{Advantage}} on {{SavingThrow}}s to maintain {{Concentration}} on a [[Spells|Spell]].
 
'''{{SAI|War Caster: Opportunity Spell|w=30}}'''
:* You can also use a [[Reaction]] to cast {{SAI|Shocking Grasp}} at a target moving out of melee range.
:* Note: this feat does not grant the cantrip [[Shocking Grasp]]. Unless you know it from another source, you can ''only''  cast it as an [[Attack of Opportunity]].
|-
|{{anchor|Weapon Master}} '''Weapon Master''' ||
'''{{SAI|Weapon Master|w=30}}'''
:* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
:* Gain [[Proficiency]] with four [[Weapon]] types of your choice.
|}
 
==Trivia==
* Some feats were changed from their D&D 5e counterparts. For a detailed comparison see [[D&D 5e Feat Changes]].


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[[Category:Character Creation]]
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[[Category:Character creation]]
 
{{ up to date | 2023-08-12 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->

Latest revision as of 19:50, 17 November 2024

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 Actor Actor
Notes
  • If not already proficient, the character also gains proficiency in the chosen skills.
Alert Alert Alert
Athlete Athlete: Standing Up Athlete: Standing Up
  • Your Strength Strength or Dexterity Dexterity ability score increases by 1, to a maximum of 20.
  • When you are Prone Prone, standing up uses significantly less movement.
  • Your Jump Jump distance also increases by 50%.
Charger Charger: Weapon Attack Charger: Weapon Attack
  • Charge forward and slam your weapon into the first enemy in your way without provoking Opportunity Attacks Opportunity Attacks.
Charger: Shove Charger: Shove
  • Charge forward and Shove Shove the first enemy in your way.
  • Shove distance depends on your Strength Strength and the target's weight.
Notes
  • Charger: Weapon attack uses Action + Bonus action, moves up to 9 m / 30 ft, and makes a melee attack with +5 damage.
    • This counts as a single weapon attack, and benefits from Extra Attack Extra Attack.
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 Icon.png Disadvantage.
Crossbow Expert: Wounding Crossbow Expert: Wounding
Defensive Duellist Defensive Duellist Defensive Duellist
Dual Wielder Dual Wielder Dual Wielder
  • You can use Two-Weapon Fighting even if your weapons aren't Light.
  • You cannot dual-wield Heavy 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.
Notes
Dungeon Delver Dungeon Delver: Perception Dungeon Delver: Perception
Dungeon Delver: Resist Traps Dungeon Delver: Resist Traps
Durable Durable Durable
Notes
  • For Wild Shape, this adds +1 Constitution Constitution 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 1 is effectively removed from the dice roll. On attacks that use multiple dice, such as cantrips past level 5, any of the dices can't roll a 1.
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.
Notes
  • All In is a toggleable passive ability.
Heavily Armoured Heavily Armoured Heavily Armoured
Notes
Heavy Armour Master Heavy Armour Master Heavy Armour Master
  • Your Strength 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 Lightly Armoured Lightly Armoured
Lucky Lucky Lucky
Mage Slayer Mage Slayer: Saving Throw Advantage Mage Slayer: Saving Throw Advantage
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 1.5m / 5ft of you.
Mage Slayer: Break Concentration Mage Slayer: Break Concentration
Magic Initiate: Bard Magic Initiate: Bard Magic Initiate: Bard
Magic Initiate: Cleric Magic Initiate: Cleric Magic Initiate: Cleric
Notes
  • While wearing medium armor, the bonus to Armour Class Armour Class you can gain from your Dexterity Dexterity 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: Druid Magic Initiate: Druid
Magic Initiate: Sorcerer Magic Initiate: Sorcerer Magic Initiate: Sorcerer
Magic Initiate: Warlock Magic Initiate: Warlock Magic Initiate: Warlock
Magic Initiate: Wizard Magic Initiate: Wizard Magic Initiate: Wizard
Martial Adept Martial Adept Martial Adept
Medium Armour Master Medium Armour Master Medium Armour Master
Notes
Mobile Mobile Mobile
Mobile: Evade Difficult Terrain Mobile: Evade Difficult Terrain
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 Moderately Armoured Moderately Armoured

Requires Light armour Proficiency.

Performer
Polearm Master Polearm Master: Bonus Attack Polearm Master: Bonus Attack
Polearm Master: Opportunity Attack Polearm 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 if another ability is used for the attack roll (such as through Shillelagh or Pact of the Blade).
  • The Polearm Master: Bonus Attack often does not apply additional damage-on-hit effects, such as Hunter's Mark or the additional damage from Great Weapon Master.
  • Polearm Master works with Pikes even though this is not stated in-game. (see [note 2])
Resilient
Notes
Ritual Caster Ritual Caster: Free Spells Ritual Caster: Free Spells
  • You learn two 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
Sentinel: Opportunity Advantage Sentinel: Opportunity Advantage
Sharpshooter Sharpshooter: Low Ground Sharpshooter: Low Ground
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.
Notes
  • All In is a toggleable passive ability.
Shield Master Shield Master Shield Master
Shield Master: Block Shield Master: Block
  • If a Spell forces you to make a 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.
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 throw.
Skilled
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 Tavern Brawler Tavern Brawler
  • Your Strength Strength or Constitution Constitution 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 roll.
Notes
  • Unarmed attacks that use Dexterity Dexterity 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 Tough Tough
  • Hit Point maximum increased by 2 for each level.
War Caster War Caster: Concentration War Caster: Concentration
War Caster: Opportunity Spell War Caster: Opportunity Spell
Notes
  • This feat does not grant the ability to use Shocking Grasp Shocking 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 Wisdom Wisdom modifier
Weapon Master Weapon Master Weapon Master

References[edit | edit source]

Footnotes[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's 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)