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Feats
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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
- Increase one ability score by 2, or two ability scores by 1, up to a maximum of 20.[note 1]
Actor
Grants
:- Your Charisma increases by 1, to a maximum of 20.
- You gain expertise in Deception and Performance.
Alert
Grants
:- You gain a +5 bonus to initiative and can't be .
Athlete
Grants
:- Your Strength or Dexterity score increases by 1, to a maximum of 20.
- When you are , standing up uses significantly less movement.
- Your distance also increases by 50%.
Charger
Grants two attacks:
- 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.
:
- Charge forward and slam your weapon into the first enemy in your way without provoking Opportunity Attacks.
- Charge forward and
- Shove distance depends on your Strength and the target's weight.
- As a normal Shove, this does not count as an actual attack.
the first enemy in your way.
:
- Charge forward and
Crossbow Expert
:
- When you make crossbow attacks within melee range, the Attack rolls do not have Disadvantage.
- Your for twice as long. also inflicts
Defensive Duelist
Grants
:- When you are attacked with a melee attack while wielding a Finesse Weapon you are Proficient in, you can use a Reaction to increase your Armour Class by your Proficiency Bonus, possibly causing the attack to miss.
Dual Wielder
- You have a +1 bonus to Armour Class while wielding a melee weapon in each hand.
- 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.
Dungeons Delver
- You gain Advantage on Perception checks made to detect hidden objects and on Saving throws made to avoid or resist traps.
- You gain 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.
Durable
- increases by 1, to a maximum of 20.
- Regain full Hit Points every time you take a Short Rest.
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
- 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.
- This is a toggleable passive ability.
Heavily Armoured
Requires Medium armour Proficiency
- Increase your by 1, to a maximum of 20.
- Gain Proficiency with Heavy armour.
Heavy Armour Master
Requires Heavy armour Proficiency
- Increase your 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
- Increase your or by 1, to a maximum of 20.
- Gain Proficiency with Light armour.
Lucky
- You gain 3 Luck Points that recharge after a Long Rest, which you can use to gain Advantage on Attack rolls, Ability Checks, or Saving throws, or to make an enemy reroll their Attack roll.
Mage Slayer
- When a creature casts a Spell within melee range of you, you have Advantage on any Saving throws against it.
- 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 Saving throws.
Magic Initiate: Bard
- Learn 2 Cantrips and a 1st-level Spell from the Bard spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Ability for all three spells is .
Magic Initiate: Cleric
- Learn 2 Cantrips and a 1st-level Spell from the Cleric spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Ability for all three spells is .
Magic Initiate: Druid
- Learn 2 Cantrips and a 1st-level Spell from the Druid spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Ability for all three spells is .
Magic Initiate: Sorcerer
- Learn 2 Cantrips and a 1st-level Spell from the Sorcerer spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Ability for all three spells is .
Magic Initiate: Warlock
- Learn 2 Cantrips and a 1st-level Spell from the Warlock spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Ability for all three spells is .
Magic Initiate: Wizard
- Learn 2 Cantrips and a 1st-level Spell from the Wizard spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Ability for all three spells is .
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
(Requires Medium armour Proficiency
- When you wear medium armour, it doesn't impose Disadvantage on Stealth checks. The bonus to Armour Class you can gain from your modifier also becomes +3 instead of +2.
Mobile
- Your Movement Speed increases by 3 m / 10 ft.
- When you use the Dash action, Difficult Terrain doesn't slow you down.
- If you move after making a melee attack, you don't provoke an Opportunity Attack from that target.
Moderately Armoured
Requires Light armour Proficiency
- Increase your or by 1, to a maximum of 20.
- Gain Proficiency with Medium armour and Shields.
Performer
- Increase your by 1, to a maximum of 20.
- Gain Musical Instrument Proficiency.
Polearm Master
- When attacking with a , , , or , you can use a Bonus Action to attack with the butt of your weapon.
- Note: This attack deals 1d4 + Weapon Ability Modifier damage.
- You can also make an Opportunity Attack when a target comes within range.
Resilient
- You increase an Ability by 1, to a maximum of 20.
- Gain Proficiency in that ability's Saving throws.
- Note: This Ability increase does apply to a druid in Wild Shape.
Ritual Caster
- You learn two Ritual Spells of your choice.
- Note: the spell must be two of these:
Savage Attacker
- When making melee weapon attacks, you roll your damage dice twice and use the highest result.
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.
- When you hit a creature with an Attack of Opportunity, it can no longer move for the rest of its turn.
- You gain Advantage on Opportunity Attacks.
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.
- Note: This is a toggleable passive ability.
Shield Master
- Gain a +2 bonus to 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.
- 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.
Skilled
- You gain Proficiency in 3 Skills of your choice.
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.
- Notes:
- The cantrip you learn must be one of these:
- These cantrips use the character's Spellcasting Ability. For example, if a Cleric chooses Eldritch Blast with this feat, they use their Wisdom modifier and not their Charisma modifier.
- The cantrip you learn must be one of these:
Tavern Brawler
- Increase your or 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.
Tough
- Hit Point maximum increased by 2 for each level.
War Caster
- You gain Advantage on Saving throws to maintain Concentration on a Spell.
- You can also use a Reaction to cast 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 only cast it as an Attack of Opportunity.
Weapon Master
- Increase your or by 1, to a maximum of 20.
- Gain Proficiency with four Weapon types of your choice.
Footnotes
- ↑ Ability Improvement is not strictly speaking a feat, but it is listed and chosen as any other feat.