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{{PageSeo | {{PageSeo | ||
| description = Feats are | | description = Feats are features that provide unique improvements to your character, allowing for deeper customisation. | ||
| image = | | image = Generic Feature Icon.webp | ||
}} | }} | ||
'''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. | |||
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 == | |||
<!-- Note that it is not required to define the number of rows per feat as of 04/26/2024 --> | |||
{{table begin|colspan1=1|header1=Name|colspan2=1|header2=Description|style=margin:auto; width:100%; padding:0;}} | |||
{{table feat | |||
| name = Ability Improvement | |||
| description = | |||
* Increase one [[Abilities|ability score]] by 2, or two ability scores by 1, up to a maximum of 20. | |||
}} | |||
{{table feat | |||
| name = Actor | |||
| feature1 = {{Pass|Actor|w=30}} | |||
| | | description1 = | ||
* Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20. | |||
* You gain [[Proficiency#Expertise|expertise]] in [[Deception]] and [[Performance]]. | |||
| notes = | |||
* If not already [[Proficiency#Skill proficiency|proficient]], the character also gains proficiency in the chosen skills. | |||
| rows = 4 | |||
}} | |||
| | {{table feat | ||
|{{ | | name = Alert | ||
| feature1 = {{Pass|Alert|w=30}} | |||
| description1 = | |||
| | * You gain a +5 bonus to [[initiative]] and can't be {{cond|Surprised}}. | ||
| | | rows = 2 | ||
}} | |||
{{table feat | |||
| name = Athlete | |||
| feature1 = {{Pass|Athlete: Standing Up|w=30}} | |||
| description1 = | |||
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20. | |||
* | * When you are {{Cond|Prone}}, standing up uses significantly less movement. | ||
| | * Your {{SAI|Jump}} distance also increases by 50%. | ||
| rows = 2 | |||
}} | |||
{{table feat | |||
| name = Charger | |||
| description = | |||
| feature1 = {{SAI|Charger: Weapon Attack|w=30}} | |||
| description1 = | |||
* Charge forward and slam your weapon into the first enemy in your way without provoking {{SAI|Opportunity Attack|Opportunity Attacks}}. | |||
| feature2 = {{SAI|Charger: Shove|w=30}} | |||
| description2 = | |||
* Charge forward and {{SAI|Shove}} the first enemy in your way. | |||
* Shove distance depends on your {{Ability|Strength}} and the target's weight. | |||
| feature3 = | |||
| | | description3 = | ||
| notes = | |||
* | * Charger: Weapon attack uses {{Action|both}}, moves up to {{Distance|m=9}}, and makes a melee attack with +5 damage. | ||
** This counts as a single weapon attack, and benefits from {{SAI|Extra Attack}}. | |||
}} | |||
{{table feat | |||
| name = Crossbow Expert | |||
| description = | |||
| feature1 = {{Pass|Crossbow Expert: Point-Blank|w=30}} | |||
| description1 = | |||
* When you make crossbow attacks within melee range, the attack rolls do not have {{Disadvantage}}. | |||
| feature2 = {{Pass|Crossbow Expert: Wounding|w=30}} | |||
| description2 = | |||
* Your {{SAI|Piercing Shot}} also inflicts {{Cond|Gaping Wounds}} for twice as long. | |||
| feature3 = | |||
| description3 = | |||
| notes = | |||
| rows = 4 | |||
}} | |||
{{table feat | |||
| name = Defensive Duellist | |||
| description = | |||
| feature1 = {{SAI|Defensive Duellist|w=30}} | |||
| description1 = | |||
* 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. | |||
| notes = | |||
| rows = 2 | |||
}} | |||
{{table feat | |||
| name = Dual Wielder | |||
| description = | |||
| feature1 = {{Pass|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. | |||
| feature2 = {{Pass|Dual Wielder: Bonus Armour Class|w=30}} | |||
| description2 = | |||
* You have a +1 bonus to {{Armour Class}} while wielding a melee weapon in each hand. | |||
| feature3 = | |||
| description3 = | |||
| notes = | |||
* 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}} | |||
** Martial melee weapons: {{WeaponType|Battleaxes}}, {{WeaponType|Flails}}, {{WeaponType|Longswords}}, {{WeaponType|Morningstars}}, {{WeaponType|Rapiers}}, {{WeaponType|Tridents}}, {{WeaponType|War Picks}}, and {{WeaponType|Warhammers}} | |||
| rows = 6 | |||
}} | |||
{{table feat | |||
| name = Dungeon Delver | |||
| description = | |||
| feature1 = {{Pass|Dungeon Delver: Perception|w=30}} | |||
| description1 = | |||
* You gain {{Advantage}} on [[Perception]] checks made to detect hidden objects and on {{Saving Throw}}s made to avoid or resist traps. | |||
| feature2 = {{Pass|Dungeon Delver: Resist Traps|w=30}} | |||
| description2 = | |||
* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|resistance]] to the damage dealt by traps. | |||
| notes = | |||
| rows = 4 | |||
}} | |||
{{table feat | |||
| name = Durable | |||
| description = | |||
| feature1 = {{Pass|Durable|w=30}} | |||
| description1 = | |||
* Your {{Ability|Constitution}} ability score increases by 1, to a maximum of 20. | |||
* 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]].}} | |||
}} | |||
{{table feat | |||
| 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. | |||
* Damage resistance options are one of the following: | |||
** {{Pass|Elemental Adept: Acid}} | |||
** {{Pass|Elemental Adept: Cold}} | |||
** {{Pass|Elemental Adept: Lightning}} | |||
** {{Pass|Elemental Adept: Fire}} | |||
** {{Pass|Elemental Adept: Thunder}} | |||
| 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. | |||
}} | |||
{{table feat | |||
| name = Great Weapon Master | |||
| description = | |||
| feature1 = {{Pass|Great Weapon Master: Bonus Attack|w=30}} | |||
| 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}} | |||
| description2 = | |||
* 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 = | |||
| description3 = | |||
| notes = | |||
* All In is a toggleable passive ability. | |||
| rows = 6 | |||
}} | |||
{{table feat | |||
| name = Heavily Armoured | |||
| description = | |||
| feature1 = {{Pass|Heavily Armoured|w=30}} | |||
| description1 = | |||
* Your {{Ability|Strength}} ability score increases by 1, to a maximum of 20. | |||
* Gain [[Proficiency]] with {{HeavyArmour}}. | |||
| notes = | |||
* 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}} | |||
== References == | |||
{{reflist}} | |||
== Footnotes == | |||
{{notelist}} | |||
{{NavGameplay}} | {{NavGameplay}} | ||
[[Category:Character | [[Category:Class-related articles]] | ||
[[Category:Character creation]] | |||
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 |
|
Actor | |
| |
Notes | |
| |
Alert | |
| |
Athlete | |
| |
Charger | |
| |
| |
Notes | |
| |
Crossbow Expert | |
| |
| |
Defensive Duellist | |
| |
Dual Wielder | |
| |
Notes | |
| |
Dungeon Delver | |
| |
| |
Durable | |
| |
Notes | |
| |
Elemental Adept |
|
Notes | |
| |
Great Weapon Master | |
| |
| |
Notes | |
| |
Heavily Armoured | |
| |
Notes | |
| |
Heavy Armour Master | |
| |
Notes | |
| |
Lightly Armoured | |
| |
Lucky | |
| |
Mage Slayer | |
| |
| |
| |
Magic Initiate: Bard | |
| |
Magic Initiate: Cleric | |
| |
Notes | |
| |
Magic Initiate: Druid | |
| |
Magic Initiate: Sorcerer | |
| |
Magic Initiate: Warlock | |
| |
Magic Initiate: Wizard | |
| |
Martial Adept | |
| |
Medium Armour Master | |
| |
Notes | |
| |
Mobile | |
| |
| |
| |
Moderately Armoured | |
Requires Light armour Proficiency.
| |
Performer |
|
Polearm Master | |
| |
| |
Notes | |
| |
Resilient |
|
Notes | |
| |
Ritual Caster | |
| |
Notes | |
| |
Savage Attacker | |
| |
Sentinel | |
| |
| |
| |
Sharpshooter | |
| |
| |
Notes | |
| |
Shield Master | |
| |
| |
Notes | |
| |
Skilled |
|
Spell Sniper | |
| |
Notes | |
| |
Tavern Brawler | |
| |
Notes | |
| |
Tough | |
| |
War Caster | |
| |
| |
Notes | |
| |
Weapon Master | |
|
References[edit | edit source]
Footnotes[edit | edit source]
- ↑ 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.
- ↑ 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)