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Feats

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Revision as of 10:39, 17 September 2023 by Hargrimm (talk | contribs) (Add bug)
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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
Passive Feature Generic Icon.png Ability Improvement

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

Passive Feature Generic Icon.png 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 Icon.png Alert
Athlete Icon.png 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 Icon.png 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.
    • Shove: Charge forward and Shove the first enemy in your way.
      • Shove distance depends on your Strength Strength and the target's weight.
PassiveFeature CrossbowExpert BonusShot.png Crossbow Expert
Defensive Duellist Icon.png Defensive Duellist
Dual Wielder Icon.png Dual Wielder
PassiveFeature DungeonDelver Perception.png Dungeon Delver
PassiveFeature Durable.png Durable
PassiveFeature ElementalAdept Fire.png 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 Icon.png 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 Icon.png Heavily Armoured

(Requires Medium armour Proficiency)

PassiveFeature HeavyArmorMaster.png 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 Icon.png Lightly Armoured
Lucky Icon.png Lucky
Mage Slayer Icon.png Mage Slayer
Magic Initiate Bard Icon.png Magic Initiate: Bard
Magic Initiate Cleric Icon.png Magic Initiate: Cleric
Magic Initiate Druid Icon.png Magic Initiate: Druid
Magic Initiate Sorcerer Icon.png Magic Initiate: Sorcerer
Magic Initiate Warlock Icon.png Magic Initiate: Warlock
Magic Initiate Wizard Icon.png Magic Initiate: Wizard
Martial Adept Icon.png 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.
PassiveFeature MediumArmorMaster.png Medium Armour Master

(Requires Medium armour Proficiency)

Mobile Feat Icon.png 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 Icon.png Moderately Armoured

(Requires Light armour Proficiency)

Passive Feature Generic Icon.png Performer
PassiveFeature PolearmMaster BonusAttack.png 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.
PassiveFeature Resilient.png Resilient

Ability choices are 1 of the following:

PassiveFeature RitualCaster MemorizeSpells.png Ritual Caster
PassiveFeature SavageAttacker.png Savage Attacker
  • When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Sentinel Icon.png 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 Icon.png 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 Icon.png 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.
PassiveFeature Skilled.png Skilled
PassiveFeature SpellSniper Snipe.png 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.
PassiveFeature TavernBrawler.png 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 Icon.png Tough
  • Hit Point maximum increased by 2 for each level.
War Caster Icon.png 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
PassiveFeature WeaponMaster.png 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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