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* When you are attacked with a melee attack while wielding a [[Finesse|Finesse weapon]] you are [[Proficiency|proficient]] in, you can use a {{r|Reaction}} to increase your {{Armour Class}} by your proficiency bonus, possibly causing the attack to miss. Requires {{Ability|Dexterity}} to be higher than 13. | * When you are attacked with a melee attack while wielding a [[Finesse|Finesse weapon]] you are [[Proficiency|proficient]] in, you can use a {{r|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 = | | notes = * The weapon equipped in the ''main hand'' is required to have Finesse. | ||
| rows = | | rows = 4 | ||
}} | }} | ||
{{table feat | {{table feat | ||
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* 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 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]]. | * 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 | * Polearm Master works with Pikes even though this is not stated in-game. (see {{note|name=PikesPolearmMaster|It is 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 | | rows = 6 | ||
}} | }} | ||
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* Your {{Ability|Strength}} or {{Ability|Constitution}} ability score increases by 1, to a maximum of 20. | * 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}}. | * 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}}. | ||
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| 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]]. | | 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 | * 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 | | rows = 6 | ||
}} | }} |
Latest revision as of 22:15, 17 February 2025
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 | |
| |
Notes | |
| |
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 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]
- ↑ Jump up to: 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 is 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)