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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 = Passive Feature Generic Icon.png
}}
}}
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 levels 4, 8 and 12 each, with [[fighter|fighters]] and [[rogue|rogues]] selecting an additional feat at levels 6 and 10, respectively.


{{Class|Fighter}}s and {{Class|Rogue}}s also gain access to bonus feats, respectively at level '''6''' and 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''' ||
'''{{SAI|Actor|w=30}}'''
* 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 (tested for game version: 4.1.1.4079877 (Patch 5)).
|-
|{{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}} 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.
=== Ability Improvement ===
:* Notes:
* Increase one [[ability score]] by 2, or two ability scores by 1, up to a maximum of 20.{{note|Ability Improvement is not strictly speaking a feat, but it is listed and chosen as any other feat.}}
:** Use both an action and bonus action, move up to 9m, and make a melee attack with +5 damage.
:** This counts as a single weapon attack, so it is possible to follow up with abilities like [[Extra Attack]].


'''{{SAI|Charger: Shove|w=30}}'''
{{HorizontalRuleImage}}
:* Charge forward and {{SAI|Shove}} the first enemy in your way.
:* Notes:
:** Shove distance depends on your {{Ability|Strength}} and the target's weight.
:** As a normal Shove, this does not count as an actual attack.
|-
|{{anchor|Crossbow Expert}} '''Crossbow Expert''' ||
'''{{SAI|Crossbow Expert: Point-Blank|w=30}}'''
:* When you make crossbow attacks within melee range, the {{Attack Roll}}s do not have {{Disadvantage}}.


'''{{SAI|Crossbow Expert: Wounding|w=30}}'''
=== Actor ===
:* Your {{SAI|Piercing Shot}} also inflicts {{Cond|Gaping Wounds}} for twice as long.
Grants {{SAI|Actor|w=30}}:
|-
* Your [[Charisma]] increases by 1, to a maximum of 20.
|{{anchor|Defensive Duellist}} '''Defensive Duellist''' ||
* You gain [[Proficiency#Expertise|expertise]] in [[Deception]] and [[Performance]].
'''{{SAI|Defensive Duellist|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.
|-
|{{anchor|Dual Wielder}} '''Dual Wielder''' ||


'''{{SAI|Dual Wielder: Bonus Armour Class|w=30}}'''
{{HorizontalRuleImage}}
:* You have a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand.


'''{{SAI|Dual Wielder|w=30}}'''
=== Alert ===
:* 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.
Grants {{SAI|Alert|w=30}}:
* You gain a +5 bonus to [[initiative]] and can't be {{cond|Surprised}}.
 
{{HorizontalRuleImage}}
 
=== Athlete ===
Grants {{SAI|Athlete: Standing Up|w=30}}:
* Your [[Strength]] or [[Dexterity]] 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%.
 
{{HorizontalRuleImage}}
 
=== Charger ===
Grants two attacks:
* {{SAI|Charger: Weapon Attack|w=30}}:
** Charge forward and slam your weapon into the first enemy in your way without provoking [[Opportunity Attack]]s.
*** Use both an action and bonus action, move up to 9m, and make a melee attack with +5 damage.
*** This counts as a single weapon attack, so it is possible to follow up with abilities like [[Extra Attack]].
* {{SAI|Charger: Shove|w=30}}:
** Charge forward and {{SAI|Shove}} the first enemy in your way.
*** Shove distance depends on your Strength and the target's weight.
*** As a normal Shove, this does not count as an actual attack.
 
{{HorizontalRuleImage}}
 
=== Crossbow Expert===
{{SAI|Crossbow Expert: Point-Blank|w=30}}:
* When you make crossbow attacks within melee range, the {{Attack Roll}}s do not have {{Disadvantage}}.
 
{{SAI|Crossbow Expert: Wounding|w=30}}
* Your {{SAI|Piercing Shot}} also inflicts {{Cond|Gaping Wounds}} for twice as long.
 
{{HorizontalRuleImage}}
=== Defensive Duelist ===
Grants {{SAI|Defensive Duellist|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.
 
{{HorizontalRuleImage}}
 
=== Dual Wielder ===
{{SAI|Dual Wielder: Bonus Armour Class|w=30}}
* You have a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand.
 
{{SAI|Dual Wielder|w=30}}
* 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.
* 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.  
* 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.  
|-
|{{anchor|Dungeon Delver}} '''Dungeon Delver''' ||
'''{{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.


'''{{SAI|Dungeon Delver: Resist Traps|w=30}}'''
{{HorizontalRuleImage}}
:* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to the damage dealt by traps.
 
=== Dungeons Delver ===
{{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.
 
{{SAI|Dungeon Delver: Resist Traps|w=30}}
* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|Resistance]] to the damage dealt by traps.


* Note: This feat is actually completely non-functional. It does nothing, for the same reasons the Barbarian's [[Danger Sense]] is also largely broken, and the functions for the features described does not exist.
* Note: This feat is actually completely non-functional. It does nothing, for the same reasons the Barbarian's [[Danger Sense]] is also largely broken, and the functions for the features described does not exist.
|-
 
|{{anchor|Durable}} '''Durable''' ||
{{HorizontalRuleImage}}
'''{{SAI|Durable|w=30}}'''
 
:* {{Ability|Constitution}} increases by 1, to a maximum of 20.
=== Durable ===
:* Regain full [[Hit Points]] every time you take a [[Short Rest]].
{{SAI|Durable|w=30}}
|-
* {{Ability|Constitution}} increases by 1, to a maximum of 20.
|{{anchor|Elemental Adept}} '''Elemental Adept''' ||
* Regain full [[Hit Points]] every time you take a [[Short Rest]].
 
{{HorizontalRuleImage}}
 
=== Elemental Adept ===
* 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.
* 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:<br>
Damage resistance options are one of the following:<br>
* '''{{SAI|Elemental Adept: Acid}}'''
* {{SAI|Elemental Adept: Acid}}
* '''{{SAI|Elemental Adept: Cold}}'''
* {{SAI|Elemental Adept: Cold}}
* '''{{SAI|Elemental Adept: Lightning}}'''
* {{SAI|Elemental Adept: Lightning}}
* '''{{SAI|Elemental Adept: Fire}}'''
* {{SAI|Elemental Adept: Fire}}
* '''{{SAI|Elemental Adept: Thunder}}'''
* {{SAI|Elemental Adept: Thunder}}
|-
{{HorizontalRuleImage}}
|{{anchor|Great Weapon Master}} '''Great Weapon Master''' ||
 
'''{{SAI|Great Weapon Master: Bonus Attack|w=30}}'''
=== Great Weapon Master ===
:* 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.
{{SAI|Great Weapon Master: Bonus Attack|w=30}}
* 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.
 
{{SAI|Great Weapon Master: All In|w=30}}
* 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.
** This is a toggleable passive ability.
 
{{HorizontalRuleImage}}
 
=== Heavily Armoured ===
Requires {{MediumArmour}} [[Proficiency]]
{{SAI|Heavily Armoured|w=30}}
* Increase your {{Ability|Strength}} by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{HeavyArmour}}.
 
{{HorizontalRuleImage}}
 
=== Heavy Armour Master ===
Requires {{HeavyArmour}} [[Proficiency]]
{{SAI|Heavy Armour Master|w=30}}
* Increase your {{Ability|Strength}} by 1, to a maximum of 20.
* Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
 
{{HorizontalRuleImage}}
 
=== Lightly Armoured ===
{{SAI|Lightly Armoured|w=30}}
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{LightArmour}}.
 
{{HorizontalRuleImage}}
 
=== Lucky ===
{{SAI|Lucky|w=30}}
* 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}}.
 
{{HorizontalRuleImage}}
=== Mage Slayer ===
{{SAI|Mage Slayer: Saving Throw Advantage|w=30}}
* When a creature casts a [[Spells|Spell]] within melee range of you, you have {{Advantage}} on any {{SavingThrow}}s against it.


'''{{SAI|Great Weapon Master: All In|w=30}}'''
{{SAI|Mage Slayer: Attack Caster|w=30}}
:* 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.
* You can use a [[Reaction]] to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.
:* Note: This is a toggleable passive ability.
|-
|{{anchor|Heavily Armoured}} '''Heavily Armoured'''<br>''(Requires {{MediumArmour}} [[Proficiency]])'' ||
'''{{SAI|Heavily Armoured|w=30}}'''
:* Increase your {{Ability|Strength}} by 1, to a maximum of 20.
:* Gain [[Proficiency]] with {{HeavyArmour}}.
|-
|{{anchor|Heavy Armour Master}} '''Heavy Armour Master'''<br>''(Requires {{HeavyArmour}} [[Proficiency]])'' ||
'''{{SAI|Heavy Armour Master|w=30}}'''
:* Increase your {{Ability|Strength}} by 1, to a maximum of 20.
:* Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
|-
|{{anchor|Lightly Armoured}} '''Lightly Armoured''' ||
'''{{SAI|Lightly Armoured|w=30}}'''
:* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
:* Gain [[Proficiency]] with {{LightArmour}}.
|-
|{{anchor|Lucky}}'''Lucky''' ||
'''{{SAI|Lucky|w=30}}'''
:* 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}}.
|-
|{{anchor|Mage Slayer}}'''Mage Slayer''' ||
'''{{SAI|Mage Slayer: Saving Throw Advantage|w=30}}'''
:* When a creature casts a [[Spells|Spell]] within melee range of you, you have {{Advantage}} on any {{SavingThrow}}s against it.


'''{{SAI|Mage Slayer: Attack Caster|w=30}}'''
{{SAI|Mage Slayer: Break Concentration|w=30}}
:* You can use a [[Reaction]] to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.
* Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s.


'''{{SAI|Mage Slayer: Break Concentration|w=30}}'''
{{HorizontalRuleImage}}
:* Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s.
 
|-
=== Magic Initiate: Bard ===
|{{anchor|Magic Initiate: Bard}} '''Magic Initiate: Bard''' ||
{{SAI|Magic Initiate: Bard|w=30}}
'''{{SAI|Magic Initiate: Bard|w=30}}'''
* 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}}.
:* 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}}.
{{HorizontalRuleImage}}
|-
 
|{{anchor|Magic Initiate: Cleric}} '''Magic Initiate: Cleric''' ||
=== Magic Initiate: Cleric ===
'''{{SAI|Magic Initiate: Cleric|w=30}}'''
{{SAI|Magic Initiate: Cleric|w=30}}
:* 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}}.
* 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}}.
|-
{{HorizontalRuleImage}}
|{{anchor|Magic Initiate: Druid}} '''Magic Initiate: Druid''' ||
=== Magic Initiate: Druid ===
'''{{SAI|Magic Initiate: Druid|w=30}}'''
{{SAI|Magic Initiate: Druid|w=30}}
:* 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}}.
* 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}}.
|-
{{HorizontalRuleImage}}
|{{anchor|Magic Initiate: Sorcerer}} '''Magic Initiate: Sorcerer''' ||
=== Magic Initiate: Sorcerer ===
'''{{SAI|Magic Initiate: Sorcerer|w=30}}'''
{{SAI|Magic Initiate: Sorcerer|w=30}}
:* 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}}.
* 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}}.
|-
{{HorizontalRuleImage}}
|{{anchor|Magic Initiate: Warlock}} '''Magic Initiate: Warlock''' ||
=== Magic Initiate: Warlock ===
'''{{SAI|Magic Initiate: Warlock|w=30}}'''
{{SAI|Magic Initiate: Warlock|w=30}}
:* 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}}.
* 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}}.
|-
{{HorizontalRuleImage}}
|{{anchor|Magic Initiate: Wizard}} '''Magic Initiate: Wizard'''  ||
=== Magic Initiate: Wizard ===
'''{{SAI|Magic Initiate: Wizard|w=30}}'''
{{SAI|Magic Initiate: Wizard|w=30}}
:* 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}}.
* 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}}.
|-
{{HorizontalRuleImage}}
|{{anchor|Martial Adept}} '''Martial Adept''' ||
=== Martial Adept ===
'''{{SAI|Martial Adept|w=30}}'''
{{SAI|Martial Adept|w=30}}
:* 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]].
* 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]].
|-
{{HorizontalRuleImage}}
|{{anchor|Medium Armour Master}} '''Medium Armour Master'''<br>''(Requires {{MediumArmour}} [[Proficiency]])''<br> ||
=== Medium Armour Master ===
'''{{SAI|Medium Armour Master|w=30}}'''
(Requires {{MediumArmour}} [[Proficiency]]
:* 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.
{{SAI|Medium Armour Master|w=30}}
|-
* 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.
|{{anchor|Mobile}} '''Mobile''' ||
{{HorizontalRuleImage}}
=== Mobile ===
* Your [[Movement Speed]] increases by {{Distance|m=3|ft=10}}.
* Your [[Movement Speed]] increases by {{Distance|m=3|ft=10}}.


'''{{SAI|Mobile: Evade Difficult Terrain|w=30}}'''
{{SAI|Mobile: Evade Difficult Terrain|w=30}}
:* When you use the [[Dash]] action, [[Difficult Terrain]] doesn't slow you down.
* When you use the [[Dash]] action, [[Difficult Terrain]] doesn't slow you down.


'''{{SAI|Mobile: Evade Opportunity Attack|w=30}}'''
{{SAI|Mobile: Evade Opportunity Attack|w=30}'
:* 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.
|-
{{HorizontalRuleImage}}
|{{anchor|Moderately Armoured}} '''Moderately Armoured'''<br>''(Requires {{LightArmour}} [[Proficiency]])''||
=== Moderately Armoured. ===
'''{{SAI|Moderately Armoured|w=30}}'''
Requires {{LightArmour}} [[Proficiency]]
:* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
{{SAI|Moderately Armoured|w=30}}
:* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
|-
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
|{{anchor|Performer}} '''Performer''' ||
{{HorizontalRuleImage}}
=== Performer ===
* Increase your {{Ability|Charisma}} by 1, to a maximum of 20.
* Increase your {{Ability|Charisma}} by 1, to a maximum of 20.
* Gain [[Proficiency#Instrument_Proficiency|Musical Instrument]] [[Proficiency]].
* Gain [[Proficiency#Instrument_Proficiency|Musical Instrument]] [[Proficiency]].
|-
{{HorizontalRuleImage}}
|{{anchor|Polearm Master}} '''Polearm Master''' ||
=== Polearm Master ===
{{SAI|Polearm Master: Bonus Attack|w=30}}
* 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.
* Note: This attack deals 1d4 + Weapon Ability Modifier damage.


'''{{SAI|Polearm Master: Bonus Attack|w=30}}'''
{{SAI|Polearm Master: Opportunity Attack|w=30}}
:* 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.
* You can also make an [[Opportunity Attack]] when a target comes within range.
:* Note: This attack deals 1d4 + Weapon Ability Modifier damage.
{{HorizontalRuleImage}}
 
=== Resilient ===
'''{{SAI|Polearm Master: Opportunity Attack|w=30}}'''
{{SAI|Resilient|w=30}}
:* You can also make an [[Opportunity Attack]] when a target comes within range.
* You increase an [[Ability Scores|Ability]] by 1, to a maximum of 20.
|-
* Gain [[Proficiency]] in that ability's {{SavingThrow}}s.
|{{anchor|Resilient}} '''Resilient''' ||
* Note: This [[Ability Scores|Ability]] increase ''does'' apply to a druid in [[Wild Shape]].
 
{{HorizontalRuleImage}}
'''{{SAI|Resilient|w=30}}'''
=== Ritual Caster ===
:* You increase an [[Ability Scores|Ability]] by 1, to a maximum of 20.
{{SAI|Ritual Caster: Free Spells|w=30}}
:* Gain [[Proficiency]] in that ability's {{SavingThrow}}s.
:* Note: This [[Ability Scores|Ability]] 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.
:* You learn two {{Icon|Ritual_Spell_Icon.png|24px}} [[Spells#Ritual_Spells|Ritual Spells]] of your choice.
:* Note: the spell must be two of these:
* Note: the spell must be two of these:
:** {{SAI|Enhance Leap}}
** {{SAI|Enhance Leap}}
:** {{SAI|Disguise Self}}
** {{SAI|Disguise Self}}
:** {{SAI|Find Familiar}}
** {{SAI|Find Familiar}}
:** {{SAI|Longstrider}}
** {{SAI|Longstrider}}
:** {{SAI|Speak with Animals}}
** {{SAI|Speak with Animals}}
:** {{SAI|Speak with Dead}}
** {{SAI|Speak with Dead}}
|-
{{HorizontalRuleImage}}
|{{anchor|Savage Attacker}} '''Savage Attacker''' ||
=== Savage Attacker ===
'''{{SAI|Savage Attacker|w=30}}'''
{{SAI|Savage Attacker|w=30}}
:* 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.
|-
{{HorizontalRuleImage}}
|{{anchor|Sentinel}} '''Sentinel''' ||
=== Sentinel ===
 
{{SAI|Sentinel: Vengeance|w=30}}
'''{{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.
:* 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}}'''
{{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.
:* 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}}'''
{{SAI|Sentinel: Opportunity Advantage|w=30}}
:* You gain {{Advantage}} on [[Opportunity Attack]]s.
:* You gain {{Advantage}} on [[Opportunity Attack]]s.
|-
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|{{anchor|Sharpshooter}} '''Sharpshooter''' ||
=== Sharpshooter ===
'''{{SAI|Sharpshooter: Low Ground|w=30}}'''
{{SAI|Sharpshooter: Low Ground|w=30}}
:* Your ranged weapon attacks are not penalized for [[High Ground Rules]].
* Your ranged weapon attacks are not penalized for [[High Ground Rules]].


'''{{SAI|Sharpshooter: All In|w=30}}'''
{{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.
* 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.
* Note: This is a toggleable passive ability.
|-
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|{{anchor|Shield Master}} '''Shield Master''' ||
=== Shield Master ===
'''{{SAI|Shield Master|w=30}}'''
{{SAI|Shield Master|w=30}}
:* Gain a +2 bonus to {{Ability|Dexterity}} {{SavingThrow}}s when wielding a [[Shields|Shield]].
* Gain a +2 bonus to {{Ability|Dexterity}} {{SavingThrow}}s when wielding a [[Shields|Shield]].


'''{{SAI|Shield Master: Block|w=30}}'''
{{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.
* 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:
* Notes:
:** On a failed save, you only take half 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.
** On a successful save, you don't take any damage, even if you normally would.
|-
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|{{anchor|Skilled}} '''Skilled''' ||
=== Skilled ===
'''{{SAI|Skilled|w=30}}'''
{{SAI|Skilled|w=30}}
:* You gain [[Proficiency]] in 3 [[Skills]] of your choice.
* You gain [[Proficiency]] in 3 [[Skills]] of your choice.
|-
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|{{anchor|Spell Sniper}} '''Spell Sniper''' ||
=== Spell Sniper ===
'''{{SAI|Spell Sniper|w=30}}'''
{{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.
* 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:
* Notes:
:** The cantrip you learn must be one of these:
** The cantrip you learn must be one of these:
:*** {{SAI|Bone Chill}}
*** {{SAI|Bone Chill}}
:*** {{SAI|Eldritch Blast}}
*** {{SAI|Eldritch Blast}}
:*** {{SAI|Fire Bolt}}
*** {{SAI|Fire Bolt}}
:*** {{SAI|Ray of Frost}}
*** {{SAI|Ray of Frost}}
:*** {{SAI|Shocking Grasp}}
*** {{SAI|Shocking Grasp}}
:*** {{SAI|Thorn Whip}}
*** {{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.
** 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.
|-
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|{{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}}'''
=== Tavern Brawler ===
:* You can also use a [[Reaction]] to cast {{SAI|Shocking Grasp}} at a target moving out of melee range.
{{SAI|Tavern Brawler|w=30}}
:* 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]].
* 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.
|{{anchor|Weapon Master}} '''Weapon Master''' ||
* 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.
'''{{SAI|Weapon Master|w=30}}'''
{{HorizontalRuleImage}}
:* Increase your {{Ability|Strength}} or {{Ability|Dexterity}} by 1, to a maximum of 20.
=== Tough ===
:* Gain [[Proficiency]] with four [[Weapon]] types of your choice.
{{SAI|Tough|w=30}}
|}
* [[Hit Points|Hit Point]] maximum increased by 2 for each level.
{{HorizontalRuleImage}}
=== War Caster ===
{{SAI|War Caster: Concentration|w=30}}
* You gain {{Advantage}} on {{SavingThrow}}s to maintain {{Concentration}} on a [[Spells|Spell]].


==Trivia==
{{SAI|War Caster: Opportunity Spell|w=30}}
* Some feats were changed from their D&D 5e counterparts. For a detailed comparison see [[D&D 5e Feat Changes]].
* 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 {{em|only}}  cast it as an [[Attack of Opportunity]].
{{HorizontalRuleImage}}
=== 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.


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

Revision as of 19:18, 20 December 2023

Feats are features that grant a character unique improvements. All classes select one feat at levels 4, 8 and 12 each, with fighters and rogues selecting an additional feat at levels 6 and 10, respectively.

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

Ability Improvement

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Actor

Grants Actor Actor:

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Alert

Grants Alert Alert:

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Athlete

Grants Athlete: Standing Up Athlete: Standing Up:

  • Your Strength or Dexterity 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%.
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Charger

Grants two attacks:

  • Charger: Weapon Attack Charger: Weapon Attack:
    • Charge forward and slam your weapon into the first enemy in your way without provoking Opportunity Attacks.
      • Use both an action and bonus action, move up to 9m, and make a melee attack with +5 damage.
      • This counts as a single weapon attack, so it is possible to follow up with abilities like Extra Attack.
  • Charger: Shove Charger: Shove:
    • Charge forward and Shove Shove the first enemy in your way.
      • Shove distance depends on your Strength and the target's weight.
      • As a normal Shove, this does not count as an actual attack.
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Crossbow Expert

Crossbow Expert: Point-Blank Crossbow Expert: Point-Blank:

Crossbow Expert: Wounding Crossbow Expert: Wounding

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Defensive Duelist

Grants Defensive Duellist Defensive Duellist:

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Dual Wielder

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.

Dual Wielder Dual Wielder

  • You can use Two-Weapon Fighting even if your weapons aren't Light You cannot dual-wield Heavy weapons.
  • Note: the feat is very ambiguously worded. Testing shows it doesn't actually give the Two-Weapon Fighting style, it just allows you to dual wield non-light non-heavy weapons.
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Dungeons Delver

Dungeon Delver: Perception Dungeon Delver: Perception

Dungeon Delver: Resist Traps Dungeon Delver: Resist Traps

  • Note: This feat is actually completely non-functional. It does nothing, for the same reasons the Barbarian's Danger Sense is also largely broken, and the functions for the features described does not exist.
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Durable

Durable Durable

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Elemental Adept

  • Spells you cast ignore Resistance to a damage type of your choice. In addition, when you deal that type of damage with a Spell, you cannot roll a 1.

Damage resistance options are one of the following:

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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.
    • This is a toggleable passive ability.
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Heavily Armoured

Requires Medium armour Proficiency Heavily Armoured Heavily Armoured

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Heavy Armour Master

Requires Heavy armour Proficiency Heavy Armour Master Heavy Armour Master

  • Increase your Strength Strength by 1, to a maximum of 20.
  • Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
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Lightly Armoured

Lightly Armoured Lightly Armoured

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Lucky

Lucky Lucky

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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

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Magic Initiate: Bard

Magic Initiate: Bard Magic Initiate: Bard

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Magic Initiate: Cleric

Magic Initiate: Cleric Magic Initiate: Cleric

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Magic Initiate: Druid

Magic Initiate: Druid Magic Initiate: Druid

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Magic Initiate: Sorcerer

Magic Initiate: Sorcerer Magic Initiate: Sorcerer

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Magic Initiate: Warlock

Magic Initiate: Warlock Magic Initiate: Warlock

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Magic Initiate: Wizard

Magic Initiate: Wizard Magic Initiate: Wizard

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Martial Adept

Martial Adept Martial Adept

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Medium Armour Master

(Requires Medium armour Proficiency Medium Armour Master Medium Armour Master

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Mobile

Mobile: Evade Difficult Terrain Mobile: Evade Difficult Terrain

{{SAI|Mobile: Evade Opportunity Attack|w=30}'

  • If you move after making a melee attack, you don't provoke an Opportunity Attack from that target.
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Moderately Armoured.

Requires Light armour Proficiency Moderately Armoured Moderately Armoured

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Performer

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Polearm Master

Polearm Master: Bonus Attack Polearm Master: Bonus Attack

Polearm Master: Opportunity Attack Polearm Master: Opportunity Attack

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Resilient

Resilient Resilient

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Ritual Caster

Ritual Caster: Free Spells Ritual Caster: Free Spells

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Savage Attacker

Savage Attacker Savage Attacker

  • When making melee weapon attacks, you roll your damage dice twice and use the highest result.
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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

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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.
  • Note: This is a toggleable passive ability.
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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.
  • 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.
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Skilled

Skilled Skilled

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Spell Sniper

Spell Sniper Spell Sniper

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Tavern Brawler

Tavern Brawler Tavern Brawler

  • Increase your Strength Strength or Constitution 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 rolls.
  • 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.
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Tough

Tough Tough

  • Hit Point maximum increased by 2 for each level.
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War Caster

War Caster: Concentration War Caster: Concentration

War Caster: Opportunity Spell War Caster: Opportunity Spell

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Weapon Master

Weapon Master Weapon Master

Footnotes

  1. Ability Improvement is not strictly speaking a feat, but it is listed and chosen as any other feat.