Alert

alert icon

You gain a +5 bonus to Initiative and can't be Surprised.

Alert is a Feat in Baldur's Gate 3. Feats are special talents or expertises that provide special capabilities to characters. At certain levels, your character will get to choose between an Ability Score Improvement Feature or a Feat. (Note this feat is not available in EA and all info is subject to change.)

Alert Information

  • You gain a +5 bonus to Initiative and can't be Surprised.

How to unlock Alert

You'll need to fulfill the following requirements to unlock Alert

Alert Tips & Notes

  • Given how initiative works in BG3 (roll d4 as opposed to d20 in D&D5e), the Alert feat will virtually guarantee a character to go first in the initiative order in combat. This is particularly strong on Gloom Stalkers and Assassins.
  • A low-Dexterity character will get more use out of the feat than one with very high Dexterity given the latter is likely to go very early in the initiative order even without Alert.
  • Ideal to get on Shadowheart, or any Cleric with low DEX. This will allow them to go first and cast Bless before their first attack if you fail to precast it.
  • The Level 7 Barbarian feature Feral Instinct, makes you immune to Surprise similar to Alert, making this feat less optimal.
  • Works while in Druid Wild Shape

 

 

All Feats in Baldur's Gate 3
Ability Improvements  ♦  Actor  ♦  Athlete  ♦  Charger  ♦  Crossbow Expert  ♦  Defensive Duellist  ♦  Dual Wielder  ♦  Dungeon Delver  ♦  Durable  ♦  Elemental Adept  ♦  Great Weapon Master  ♦  Heavily Armoured  ♦  Heavy Armour Master  ♦  Lightly Armoured  ♦  Lucky (Feat)  ♦  Mage Slayer  ♦  Magic Initiate: Bard  ♦  Magic Initiate: Cleric  ♦  Magic Initiate: Druid  ♦  Magic Initiate: Sorcerer  ♦  Magic Initiate: Warlock  ♦  Magic Initiate: Wizard  ♦  Martial Adept  ♦  Medium Armour Master  ♦  Mobile  ♦  Moderately Armoured  ♦  Observant  ♦  Performer  ♦  Polearm Master  ♦  Resilient  ♦  Ritual Caster  ♦  Savage Attacker  ♦  Sentinel  ♦  Sharpshooter  ♦  Shield Master  ♦  Skilled  ♦  Spell Sniper  ♦  Tavern Brawler  ♦  Tough  ♦  Unstable Blood  ♦  War Caster  ♦  Weapon Master

 




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    • Anonymous

      I'm a tactitian player and this feat is crucial for all of my non-Dexterity characters across each playthrough. Going first in combat is priceless, especially now that Legendary Actions are a thing. If you do a large amount of prep-work and arena setting up before your fights, this might be less useful for you.

      • Anonymous

        This feat is so good.

        Sometimes combat will initiate from dialog and you don't want to be Surprised or not go first.

        The difference between going first or not is the difference between an extremely hard fight vs a cakewalk where you mop up enemies after having your Light Cleric and Wizard/Sorcerer/Warlock double cast Fireball and nuked half of the enemies.

        The only time I would not take this as your first feat is if you're getting something else ridiculously more powerful (Tavern Brawler, Dual Wield to use a staff + Phalar Aluve magic missile spam, Great Weapon Master / Sharpshooter).

        • Anonymous

          Yeah the feat is good, but not essential, most useful in act 3 where there are assassin type enemies with 20 DEX and able to one hit your character. Especially against Dolor who deals like 100+ damage with his sneak attack.

          • Anonymous

            This feat is literally gamebreaking levels of broken tbh, I don't really understand why they would buff a feat that was already so strong

            • Anonymous

              One of those "I have maxed my main stat and don't know what else to grab" feats. Solid on virtually everyone, but mandatory on none.

              • Anonymous

                Kinda nice for Shadowheart or a cleric with low dex, since they can still go first and still bless everyone before their first attack, if you couldn't precast it.

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