Baldur’s Gate 3’s use of the 5e Ruleset from DnD means that players can get their hands on many feats for their classes as they level up. These feats can grant very powerful buffs to a character, further enhancing a build they want to use for their character, playstyle, or role in a party. With that said, here is a look at all the Feats in Baldur’s Gate 3, featuring all those in early access and coming in the full release.
List of All Baldur’s Gate 3 Feats¶
Below is a list of all the Baldur’s Gate 3 feats in the game as of launch. Note that the ones with descriptions were in the game as of Patch 9, the final patch of EA. We will add details on all the missing Feats in BG3 after launch, as Larian is known to homebrew some of the rules in the game so far, which you can see if you check out our guide on classes, subclasses and multiclassing. All of these feats coming to the game post launch were confirmed in the 20th Community Update for BG3 in July, 2023.
Feat | Effect |
---|---|
Ability Score Improvement | You increase one Ability by 2, or two ability scores by 1, to a maximum of 20. |
Actor | Your charisma is increased by 1, to a maximum of 20. Your proficiency Bonus is also doubled for Deception and Performance checks. |
Alert | You gain a +5 bonus to initiative and can’t be surprised. |
Athlete | Increase maximum Strength or Dexterity by 1. Standing up after being prone consumes less movement. |
Charger | You gain Charger: Weapon Attack, and Charger: Shove. |
Crossbow Expert | When you make crossbow attacks within melee range, the attack rolls do not have disadvantage. Your piercing Shot also inflicts Gaping Wounds for twice as long. |
Defensive Duelist | When attacked while wielding a Finesse Weapon and you’re proficient with, you can use a reaction to add your proficiency bonus to your AC, possibly causing the attack to miss. |
Dual Wielder | Gain 1 AC while wielding a melee weapon in each hand. You cannot dual wield heavy weapons. |
Dungeon Delver | You gain advantage on Perception Checks made to detect hidden objects and on saving throws to avoid or resist traps. You gain Resistance to damage dealt by traps. |
Durable | Increase Constitution by 1, to a maximum of 20. You regain full hit points after taking a short rest. |
Elemental Adept | Your spells ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1. |
Great Weapon Master | Killing a creature with a crit allows you to make another melee attack as a bonus action. Attack rolls with a weapon you are proficient with also get -5 penalty, but damage is increased by 10. |
Heavily Armored | Gain heavy armor proficiency and increase your Strength by one point, up to a maximum of 20 Strength. |
Heavy Armor Master | Your Strength increases by 1, to a maximum of 20. Incoming damage from non-magical attacks also decreases by 3 while you’re wearing heavy armor. |
Lightly Armored | Gain light armor proficiency and increase your Dexterity or Strength by one point, up to a max of 20. |
Lucky | You gain 3 Lucky Points, which you can use to gain advantage on attack rolls, ability checks, or saving throws. Or to make an enemy reroll their attacks rolls. |
Mage Slayer | When a creature casts a spell withing range of you, you have advantage on any saving throw against it, and can use a reaction to immediately make an attack against the caster. Enemies you hit have Disadvantage on Concentration Saving Throws. |
Magic Initiate Bard | Learn 2 cantrips and a 1st-level spell from the Bard spell pool. Spellcasting ability is Charisma. |
Magic Initiate Cleric | Get one spell slot, learn two cantrips, and a level 1 spell from the Cleric spell pool. Spellcasting ability is Wisdom, |
Magic Initiate Druid | Learn 2 cantrips and a 1st-level spell from the Druid spell pool. Spellcasting ability is Wisdom. |
Magic Initiate Sorcerer | Learn 2 cantrips and a 1st-level spell from the Druid spell pool. Spellcasting ability is Charisma. |
Magic Initiate Warlock | Get one spell slot, learn two cantrips, and a level 1 spell from the Warlock spell pool. Spellcasting ability is Charisma. |
Magic Initiate Wizard | Get one spell slot, learn two cantrips, and a level 1 spell from the Wizard spell pool. Spellcasting ability is Intelligence. |
Martial Adept | Learn two manoeuvres from the Battle Master subclass. You receive a superiority dice to fuel it. You re-gain your dice after a short or long rest |
Medium Armor Master | When you wear Medium Armor, it doesn’t impose Disadvantage on Stealth Checks. The bonus to armor class you can gain from Dexterity becomes +3, rather than +2. |
Mobile | Increase your character’s speed. You are no longer slowed by difficult terrain. You also don’t trigger an opportunity attack from enemies after attacking. |
Moderately Armored | Gain proficiency with medium armor and shields, and increase your Strength or Dexterity by one point to a max of 20. |
Performer | You gain musical instrument proficiency, and your Charisma increases by 1, to a maximum of 20. |
Polearm Master | When attacking with a Glaive, Halberd, Quarterstaff, or spear, you can use a bonus action to attack with the butt of your weapon. 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, and gain Proficiency in that Ability’s saving throw. |
Ritual Caster | You can learn two ritual spells of your choice. |
Savage Attacker | When making weapon attacks, you roll your damage dice twice and use the highest result. |
Sentinel | When an enemy within 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 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 | Your ranged weapon attacks do not receive penalties From 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. |
Shield Master | Gain +2 to your Dexterity saving throws when you have a shield. Your reaction ability can be used to shield yourself from spells potentially. A failed saving throw makes you take half damage. On a successful Saving Throw, you don’t take any damage. |
Skilled | Gain proficiency in any three skills. |
Spell Sniper | You learn a Cantrip, and the number you need to roll a critical hit while attacking is reduced by. This effect can stack. |
Tavern Brawler | When you make an unarmed attack, use an improvised weapon or throw something and add your Strength Modifier twice to the damage and attack rolls. |
Tough | Increase max health points by two per level. |
War Caster | You gain Advantage on Saving Throws to maintain Concentration on a spell. You can also use a reaction to cast Shocking Grasp at a target moving out of melee range. |
Weapon Master | Increase Strength or Dexterity by one and become proficient in any four weapons. |
As you can see, some of the rules are slightly different to 5e, and so offer some more interesting playstyles for Baldur’s Gate 3. The BG3 Feats are largely niche, yet offer different builds and playstyles the opportunity to spec something how you want. With that mentioned feel free to look at some of our builds and which feats can work in different settings:
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