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Feats

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Revision as of 04:46, 14 May 2024 by SmallDruid (talk | contribs) (Adding bug / issue with text description for shield master. It doesn't actually half damage on failed dex saves.)
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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

Name Description
Ability Improvement
  • Increase one ability score by 2, or two ability scores by 1, up to a maximum of 20.
Actor Actor
Notes
  • If not already proficient, the character also gains proficiency in the chosen skills.
Alert Alert
Athlete Athlete: Standing Up
  • Your Strength Strength or Dexterity Dexterity ability 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%.
Charger Charger: Weapon Attack
  • Charge forward and slam your weapon into the first enemy in your way without provoking Opportunity Attacks Opportunity Attacks.
Charger: Shove
  • Charge forward and Shove Shove the first enemy in your way.
  • Shove distance depends on your Strength Strength and the target's weight.
Notes
  • Charger: Weapon attack uses Action + Bonus action, moves up to 9 m / 30 ft, and makes a melee attack with +5 damage.
    • This counts as a single weapon attack, and benefits from Extra Attack Extra Attack.
  • As a Shove, Charger: Shove does not count as an actual attack.
Crossbow Expert Crossbow Expert: Point-Blank
  • When you make crossbow attacks within melee range, the attack rolls do not have Disadvantage Icon.png Disadvantage.
Crossbow Expert: Wounding
Defensive Duellist Defensive Duellist
Dual Wielder Dual Wielder
  • You can use Two-Weapon Fighting even if your weapons aren't Light.
  • You cannot dual-wield Heavy weapons.
Dual Wielder: Bonus Armour Class
  • You have a +1 bonus to Armour Class Armour Class while wielding a melee weapon in each hand.
Notes
  • This feat doesn't give the Two-Weapon Fighting style, it just allows a creature to dual wield non-light non-heavy weapons.
Dungeon Delver Dungeon Delver: Perception
Dungeon Delver: Resist Traps
Durable Durable
Notes
  • For Wild Shape, this adds +1 Constitution Constitution and full HP on a short rest, but does not increase Wild Shape form HP. [1]
Elemental Adept
Notes
  • "You cannot roll a 1" means that any 1 rolled is treated as a 2.
Great Weapon Master 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
  • 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.
Notes
  • All In is a toggleable passive ability.
Heavily Armoured Heavily Armoured
Notes
Heavy Armour Master Heavy Armour Master
  • Your Strength 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.
Notes
Lightly Armoured Lightly Armoured
Lucky Lucky
Mage Slayer Mage Slayer: Saving Throw Advantage
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
Magic Initiate: Bard Magic Initiate: Bard
Magic Initiate: Cleric Magic Initiate: Cleric
  • Bug: when you wear medium armour, the bonus to Armour Class Armour Class you can gain from your Dexterity Dexterity modifier also becomes +3 instead of +2.
Notes
  • The AC bonus increase is not listed in-game, and can also be gained by taking the Medium Armour Master feat.
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
Medium Armour Master Medium Armour Master
Notes
Mobile
Mobile: Evade Difficult Terrain
Mobile: Evade Opportunity Attack
  • If you move after making a melee attack, you don't provoke an Opportunity Attack from that target.
Moderately Armoured Moderately Armoured

Requires Light armour Proficiency.

Performer Performer
Polearm Master Polearm Master: Bonus Attack
Polearm Master: Opportunity Attack
Notes
  • The Polearm Master: Bonus Attack deals 1d4 + Weapon Ability Modifier damage.
  • Polearm Master works with Pikes even though this is not stated in-game. (see [note 1])
Resilient Resilient
Notes
Ritual Caster Ritual Caster: Free Spells
Notes
Savage Attacker Savage Attacker
  • When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Sentinel 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: Opportunity Advantage
Sharpshooter Sharpshooter: Low Ground
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.
Notes
  • All In is a toggleable passive ability.
Shield Master Shield Master
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.
    • 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: This feat does not actually cause you to take half damage even if you fail a dexterity saving throw, but you do take 0 damage if you succeed and use the Shield Master: Block Reaction. This may just be an issue with the text description as this is how it functions in 5e DnD. Last tested in hotfix 25.
  • Unlike the DnD counterpart, this feat doesn't take shield AC into account and offers the flat bonus to Dexterity saves instead.
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.
Notes
Tavern Brawler Tavern Brawler
  • Your Strength Strength or Constitution 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.
Notes
  • 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: Concentration
War Caster: Opportunity Spell
Notes
  • Note: this feat does not grant the ability to use Shocking Grasp Shocking Grasp at will. Unless you know it from another source, you can only use it as an Attack of Opportunity.
  • Casting Shocking Grasp as an Attack of Opportunity uses the character's Spellcasting Ability. For example, if a Cleric Cleric casts Shocking Grasp with this feat, they use their Wisdom Wisdom modifier
Weapon Master Weapon Master

References

Footnotes

  1. 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)