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Feats: Difference between revisions

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(Add info to the Spell Sniper feat about what cantrips are available)
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|{{anchor|Crossbow Expert}} {{SAI|Crossbow Expert|w=40}} ||
|{{anchor|Crossbow Expert}} {{SAI|Crossbow Expert|w=40}} ||
* When you make crossbow attacks within melee range, the {{Attack Roll}}s do not have [[Disadvantage]].
* When you make crossbow attacks within melee range, the {{Attack Roll}}s do not have {{Disadvantage}}.
* Your [[Piercing Shot]] also inflicts [[Gaping Wounds (Condition)]] for twice as long.
* Your [[Piercing Shot]] also inflicts [[Gaping Wounds (Condition)]] for twice as long.
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Revision as of 18:42, 5 October 2023

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.

Fighter Fighters and Rogue Rogues also gain access to bonus feats, with the fighter gaining a bonus feat at level 6 and the rogue at level 10.

Feats

Feat Description
Ability Improvement Ability Improvement

Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.

Actor Actor
  • Your Charisma increases by 1, to a maximum of 20.
  • Your Proficiency Bonus is also doubled for Deception and Performance checks.
  • Note: despite not mentioning this in the tooltip, the character also gains proficiency in these 2 skills if they didn't have those proficiencies yet (game version: 4.36.34458).
Alert Alert
Athlete Athlete
  • Your Strength Strength or Dexterity Dexterity increases by 1, to a maximum of 20.
  • When you are Prone, standing up uses significantly less movement. Your Jump distance also increases by 50%.
Charger Charger
  • Gain the following weapon attacks:
    • Charger: Charge forward and slam your weapon into the first enemy in your way. Doesn't provoke Opportunity Attacks.
      • Use both an action and bonus action to charge up to 9m and make a melee attack that deals +5 damage.
      • This counts as a weapon attack, not a full action.
    • Shove: Charge forward and Shove the first enemy in your way.
      • Shove distance depends on your Strength Strength and the target's weight.
      • This counts as a full action.
Crossbow Expert Crossbow Expert
Defensive Duellist Defensive Duellist
Dual Wielder Dual Wielder
Dungeon Delver Dungeon Delver
Durable Durable
Elemental Adept 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:

Great Weapon Master 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.
  • 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.
Heavily Armoured Heavily Armoured

(Requires Medium armour Proficiency)

Heavy Armour Master Heavy Armour Master

(Requires Heavy armour Proficiency)

  • 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.
Lightly Armoured Lightly Armoured
Lucky Lucky
Mage Slayer Mage Slayer
Magic Initiate: Bard Magic Initiate: Bard
Magic Initiate: Cleric Magic Initiate: Cleric
Magic Initiate: Druid Magic Initiate: Druid
Magic Initiate: Sorcerer Magic Initiate: Sorcerer
Magic Initiate: Warlock Magic Initiate: Warlock
Magic Initiate: Wizard Magic Initiate: Wizard
Martial Adept Martial Adept
  • 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 or Long Rest.
Medium Armour Master Medium Armour Master

(Requires Medium armour Proficiency)

Mobile Mobile
Moderately Armoured Moderately Armoured

(Requires Light armour Proficiency)

Performer Performer
Polearm Master Polearm Master
  • When attacking with a Glaive Glaive, Halberd Halberd, Quarterstaff Quarterstaff, or Spear Spear, you can use a Bonus Action to attack with the butt of your weapon.
    • This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
    • (NOTE: Currently bugged and does not add bonus damage from sources other than the ability modifier.)
  • You can also make an Opportunity Attack when a target comes within range.
Resilient Resilient

Ability choices are 1 of the following:

Ritual Caster Ritual Caster
Savage Attacker Savage Attacker
  • When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Sentinel Sentinel
  • 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.
  • You gain Advantage Icon.png Advantage on Opportunity Attacks, and when you hit a creature with an opportunity attack, it can no longer move for the rest of its turn.
Sharpshooter Sharpshooter
  • Your ranged weapon attacks are not penalized for High Ground Rules.
  • Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack roll, but deal an additional 10 damage.
    • (This is a toggleable passive effect)
Shield Master Shield Master
  • Gain a +2 bonus to Dexterity Dexterity Saving throws when wielding a Shield.
  • If a Spell forces you to make a Dexterity Saving Throw, you can use your Reaction to shield yourself and diminish the effect's damage.
    • On a failed save, you only take half damage.
    • On a successful save, you don't take any damage, even if you normally would.
Skilled Skilled
Spell Sniper Spell Sniper
  • You learn a cantrip, and the number you need to roll a Critical Hit while attacking with a Spell is reduced by 1. This effect can stack.
  • Applies to targeted projectile spells with a range greater than 1.5 m / 5 ft and no area of effect.
  • The cantrip must be one of: Bone Chill, Eldritch Blast, Fire Bolt, Ray of Frost, Shocking Grasp, or Thorn Whip.
  • These cantrips do scale with character level. So a Level 5 Fighter with Spell Sniper will send two rays with Eldritch Blast, or roll two damage dice for Ray of Frost.
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.[See: Bugs]
  • 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.
Tough Tough
  • Hit Point maximum increased by 2 for each level.
War Caster War Caster
  • You gain Advantage Icon.png Advantage on Saving throws to maintain Concentration Concentration on a Spell.
  • You can also use a Reaction to cast Shocking Grasp at a target moving out of melee range.
  • Note: this feat doesn't give you the spell Shocking Grasp if you don't have it. Nevertheless, you can still cast the spell during an attack of opportunity, but not in any other context
Weapon Master Weapon Master

Bugs

  • As of Hotfix 6, the bonus Strength modifier damage from throws with Tavern Brawler seems to be directly applied to objects, bypassing any Toughness condition they may have. Thus, even if a character cannot deal enough normal damage in a single attack, they can still slowly but surely chip down the health of any locked door or chest by repeatedly throwing an item.

Trivia

  • Some feats were changed from their D&D 5e counterparts. For a detailed comparison see D&D 5e Feat Changes.


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