Ad placeholder

Feats

From bg3.wiki
Revision as of 00:55, 6 November 2023 by Theswillmerchant (talk | contribs) (Added clarifying language regarding ASI of resilient feat and Wild Shape, as there was some confusion on other forums.)
Jump to navigation Jump to search

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

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

Actor

Actor Actor

  • Your Charisma 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 Alert

Athlete

Athlete: Standing Up Athlete: Standing Up

  • Your Strength Strength or Dexterity Dexterity 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%.
Charger

Gain the following weapon attacks:

Charger: Weapon Attack Charger: Weapon Attack

  • Charge forward and slam your weapon into the first enemy in your way without provoking Opportunity Attacks.
  • Notes:
    • 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, not a full Action, 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.
  • Notes:
    • Shove distance depends on your Strength Strength and the target's weight.
    • This counts as a full Action.
Crossbow Expert

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

Crossbow Expert: Wounding Crossbow Expert: Wounding

Defensive Duellist

Defensive Duellist Defensive Duellist

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.
Dungeon Delver

Dungeon Delver: Perception Dungeon Delver: Perception

Dungeon Delver: Resist Traps Dungeon Delver: Resist Traps

Durable

Durable Durable

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: 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.
  • Note: This is a toggleable passive ability.
Heavily Armoured
(Requires Medium armour Proficiency)

Heavily Armoured Heavily Armoured

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.
Lightly Armoured

Lightly Armoured Lightly Armoured

Lucky

Lucky Lucky

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

Magic Initiate: Bard

Magic Initiate: Bard Magic Initiate: Bard

Magic Initiate: Cleric

Magic Initiate: Cleric Magic Initiate: Cleric

Magic Initiate: Druid

Magic Initiate: Druid Magic Initiate: Druid

Magic Initiate: Sorcerer

Magic Initiate: Sorcerer Magic Initiate: Sorcerer

Magic Initiate: Warlock

Magic Initiate: Warlock Magic Initiate: Warlock

Magic Initiate: Wizard

Magic Initiate: Wizard Magic Initiate: Wizard

Martial Adept

Martial Adept Martial Adept

Medium Armour Master
(Requires Medium armour Proficiency)

Medium Armour Master Medium Armour Master

Mobile

Mobile: Evade Difficult Terrain Mobile: Evade Difficult Terrain

Mobile: Evade Opportunity Attack Mobile: Evade Opportunity Attack

  • If you move after making a melee attack, you don't provoke an Opportunity Attack from that target.
Moderately Armoured
(Requires Light armour Proficiency)

Moderately Armoured Moderately Armoured

Performer
Polearm Master

Polearm Master: Bonus Attack Polearm Master: Bonus Attack

Polearm Master: Opportunity Attack Polearm Master: Opportunity Attack

Resilient

Resilient Resilient

Ritual Caster

Ritual Caster: Free Spells Ritual Caster: Free Spells

Savage Attacker

Savage Attacker Savage Attacker

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

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.
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.
Skilled

Skilled Skilled

Spell Sniper

Spell Sniper Spell Sniper

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.
Tough

Tough Tough

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

War Caster: Concentration War Caster: Concentration

War Caster: Opportunity Spell War Caster: Opportunity Spell

Weapon Master

Weapon Master Weapon Master

Trivia

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


Template:Up to date