Ad placeholder
Feats: Difference between revisions
Jump to navigation
Jump to search
(just tested it myself, both unarmed attacks and throwing attacks do receive an additional bonus to both the attack roll and damage equal to your STR modifier. In the case of the throwing attack the additional damage did have its own entry in the combat log, perhaps this was the cause of the confusion) |
mNo edit summary |
||
(116 intermediate revisions by 37 users not shown) | |||
Line 1: | Line 1: | ||
{{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''. | |||
Damage resistance options are one of the following: | == 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. | ||
}} | |||
* When an attack with a melee weapon lands a [[Critical Hit]] or kills a creature, you can make another melee weapon attack as a | {{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 an {{r|action}} and {{r|bonus}}, 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 {{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 = | |||
| 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 {{r|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. | * 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}}. | * 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. | * 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}}. | * Gain [[Proficiency]] with {{LightArmour}}. | ||
| | | notes = | ||
|{{ | | rows = 2 | ||
* You gain 3 Luck Points | }} | ||
| | {{table feat | ||
|{{ | | name = Lucky | ||
* When a creature casts a [[Spells|Spell]] within melee range of you, you have {{Advantage}} on any {{SavingThrow}}s against it | | 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 {{r|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. | * Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s. | ||
| | | notes = | ||
|{{ | | rows = 6 | ||
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Bard | }} | ||
{{table feat | |||
| | | name = Magic Initiate: Bard | ||
|{{ | | description = | ||
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Cleric | | 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 = | |||
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Druid | | description2 = | ||
| feature3 = | |||
| | | description3 = | ||
|{{ | | notes = | ||
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Sorcerer | | rows = 2 | ||
}} | |||
| | {{table feat | ||
|{{ | | name = Magic Initiate: Cleric | ||
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Warlock | | 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}}. | ||
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[Wizard | | 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. | ||
|{{ | }} | ||
* Learn two | {{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. | * 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 = | ||
* Your [[Movement Speed]] increases by {{Distance|m=3| | | feature3 = | ||
* When you use the [[ | | 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. | * 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}}. | * Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}. | ||
| | | feature2 = | ||
| | | description2 = | ||
* | | feature3 = | ||
* Gain [[ | | description3 = | ||
| | | notes = | ||
| rows = 2 | |||
* When attacking with a {{WeaponType|Glaive}}, {{WeaponType|Halberd}}, {{WeaponType|Quarterstaff}}, or {{WeaponType|Spear}}, you can use a | }} | ||
{{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 {{r|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. | * 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. | * You increase an [[Ability Scores|Ability]] by 1, to a maximum of 20. | ||
* Gain [[Proficiency]] in that ability's {{SavingThrow}} | * 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 | ||
* You learn two | | 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. | * When making melee weapon attacks, you roll your damage dice twice and use the highest result. | ||
| | | notes = | ||
|{{ | | rows = 2 | ||
* When an enemy in melee range attacks an ally, you can use a | }} | ||
{{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 {{r|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]]. | * Your ranged weapon attacks are not penalized for [[High Ground Rules]]. | ||
* Ranged weapon attacks with weapons you are [[ | | 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 = | |||
* Gain a +2 bonus to {{ | | description3 = | ||
* If a [[Spells|Spell]] forces you to make a | | 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 {{r|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. | * 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. | * 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}} | ||
* 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}} | ** {{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. | * [[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]]. | * You gain {{Advantage}} on {{SavingThrow}}s to maintain {{Concentration}} on a [[Spells|Spell]]. | ||
* You can also use a | | feature2 = {{Pass|War Caster: Opportunity Spell|w=30}} | ||
* | | description2 = | ||
| | * You can also use a {{r|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. | * Gain [[Proficiency]] with four [[Weapon]] types of your choice. | ||
| | | notes = | ||
| rows = 2 | |||
}} | |||
{{table end}} | |||
{{ | == References == | ||
{{reflist}} | |||
== Footnotes == | |||
{{notelist}} | |||
{{ | {{NavGameplay}} | ||
[[Category:Class-related articles]] | |||
[[Category:Character creation]] |
Latest revision as of 05:51, 14 December 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)