Feats in Baldur's Gate 3 are special talents or areas of expertise that provide special capabilities to characters. Each Feat is unique, giving you an extra passive or active skill that you would not have gotten otherwise through your chosen Class or Backgrounds. These Feats can range from increases in Ability Scores, to proficiencies that give you an edge in battle, to skill bonuses that are best suited for out-of-combat scenarios. Feats can help cover up any weaknesses your character may have, or bolster features of your character to make them even more powerful.
You can only take each Feat once unless the Feat’s description says otherwise, for example, Elemental Adept.
Baldur's Gate 3 Feats Overview
How to Obtain More Feats in BG3
Each class gains the Ability Score Improvement feature at certain levels. These levels are Level 4, Level 8, and Level 12. Through this feature, you can increase an Ability score of your choice by 2, or any two ability scores by 1 to a maximum score of 20.
However, using the optional feats rule, you can forgo taking the Ability Score Improvement feature to take a Feat of your choice instead, i.e. instead of increasing your stats, you can choose to take a new Feat. As such, the maximum number of Feats you can have at the maximum level of 12 in Baldur's Gate 3 is three.
BG3 Builds - Everything You Should Know
Baldur's Gate 3 Feat Prerequisites
You can take any Feat regardless of your Class or Race, so long as you meet its required prerequisite. If you ever lose a Feat’s prerequisite, you can’t use that Feat until you regain the prerequisite. An example the game and the Dungeons & Dragons Player's Handbook gives is regarding the Grappler feat.
This Feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 by any means —perhaps by a withering curse— you can’t benefit from the Grappler feat until your Strength is restored back to the prerequisite of 13.
BG3 Feats - Which Are the Best For Your Build
BG3 Feats & Multiclassing
At every four levels of a class, you will gain a Feat. This means that if you are a single class, you'll gain a feat at level four, level eight, and level twelve. However, if you multi-class, the levels at which you gain feats will depend on how long it takes you to gain four levels of a class. This means that single-class characters will always gain three feats in Baldur's Gate 3, but multi-class characters, unless they multi-class every four levels or at eight levels and four levels, will only gain two feats.
For instance, if they take something like seven levels of Paladin and five levels of Warlock, they would only gain two feats. So, they lose out a little bit unless they hit these exact breakpoints of eight and four or four, four, and four.
All Feats in Baldur's Gate 3
You can search by Name, Requirement, or Effect. Just type into the search box what you are looking for.
Quick Search of All Feats
Name | Effects | Requirements |
Ability Improvements |
You increase one Ability by 2, or two Abilities by 1, to a maximum of 20. | All Classes Lvl 4 |
Actor |
Your Charisma increases by 1, to a maximum of 20. Your Proficiency Bonus is also doubled for Deception and Performance Checks. Grants Deception Proficiency and Performance Proficiency. |
All Classes Lvl 4 |
Alert |
You gain a +5 bonus to Initiative and can't be Surprised. |
All Classes Lvl 4 |
Athlete |
Your Strength or 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%. Class Feature |
All Classes Lvl 4 |
Charger |
You gain Charger: Weapon Attack and Charger: Shove. | All Classes Lvl 4 |
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. Class Feature |
All Classes Lvl 4 |
Defensive Duelist |
When attacked while wielding a Finesse Weapon you're Proficient with, you can use a reaction to add your Proficiency Bonus to your Armour Class, possibly causing the attack to miss. |
All Classes Lvl 4 |
Dual Wielder |
You can use Two-Weapon Fighting even if your weapons aren't Light, and you gain a +1 bonus to Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Heavy Weapons. Class Feature |
All Classes Lvl 4 |
Dungeon Delver |
You gain Advantage on Perception Checks made to detect hidden objects and on Saving Throws made to avoid or resist traps. You gain Resistance to the damage dealt by traps. Class Feature |
All Classes Lvl 4 |
Durable |
Your Constitution increases by 1, to a maximum of 20. You regain full hit points each time you take a Short Rest. Constitution +1 |
All Classes Lvl 4 |
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. Select 1 Feat Passive: |
All Classes Lvl 4 |
Great Weapon Master |
When you land a Critical Hit or kill a target with a melee weapon attack, you can make another melee weapon attack as a bonus action that turn. Attacks with Heavy melee weapons you are Proficient with, can deal an additional 10 damage at the cost of a -5 Attack Roll penalty. (You can toggle this on and off.) Class Feature |
All Classes Lvl 4 |
Heavily Armoured |
You gain Armour Proficiency with Heavy Armour and your Strength increases by 1, to a maximum of 20. Class Feature |
All Classes Lvl 4 |
Heavy Armour 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 armour. |
Proficiency with Heavy Armour. All Classes Lvl 4 |
Lightly Armoured |
You gain Armour Proficiency with Light Armour and your Strength or Dexterity increases by 1, to a maximum of 20. Class Feature |
All Classes Lvl 4 |
Lucky |
You gain 3 Luck Points, which you can use to gain Advantage on Attack Rolls, Ability Checks, or Saving Throws, or to make an enemy reroll their Attack Rolls. |
All Classes Lvl 4 |
Mage Slayer |
When a creature casts a spell Within melee range of you, you have Advantage on any Saving Throw against it, and you can use a reaction to immediately make an attack against the caster. Enemies you hit have Disadvantage on Concentration Saving Throws. Class Features |
All Classes Lvl 4 |
Magic Initiate: Bard |
You learn 2 Cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma. Class Feature |
All Classes Lvl 4 |
Magic Initiate: Cleric |
You learn 2 Cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom. Class Feature |
All Classes Lvl 4 |
Magic Initiate: Druid |
You learn 2 Cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom. Class Feature |
All Classes Lvl 4 |
Magic Initiate: Sorcerer |
You learn 2 Cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma. Class Feature |
All Classes Lvl 4 |
Magic Initiate: Warlock |
You learn 2 Cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma. Class Feature |
All Classes Lvl 4 |
Magic Initiate: Wizard |
You learn 2 Cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence. Class Feature |
All Classes Lvl 4 |
Martial Adept |
You learn two manoeuvres from the Battle Master subclass and gain a Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest. Class Feature Select 2 Feat Passive: |
All Classes Lvl 4 |
Medium Armour Master |
When you wear Medium Armour, it doesn‘t impose Disadvantage on Stealth Checks. The bonus to Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2. |
All Classes Lvl 4 |
Mobile |
Your movement speed increases, and difficult terrain doesn't slow you down when you Dash. If you move after making a melee attack, you don't provoke Opportunity Attacks from your target. Class Features |
All Classes Lvl 4 |
Moderately Armoured |
You gain Armour Proficiency with Medium Armour and shields, and your Strength or Dexterity increases by 1, to a maximum of 20. Class Features |
All Classes Lvl 4 |
Observant(Not in Game) |
Increase your Intelligence or Wisdom score by 1, to a maximum of 20. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. |
All Classes Lvl 4 |
Performer |
You gain Musical Instrument Proficiency, and your Charisma increases by 1, to a maximum of 20. | All Classes Lvl 4 |
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. Class Features |
All Classes Lvl 4 |
Resilient |
You increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability's Saving Throws. Select 1 Feat Passive |
All Classes Lvl 4 |
Ritual Caster |
You learn two ritual spells of your choice. Class Feature |
Intelligence or Wisdom of 13 or higher. All Classes Lvl 4 |
Savage Attacker |
When making weapon attacks, you roll your damage dice twice and use the highest result. | All Classes Lvl 4 |
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. Class Features |
All Classes Lvl 4 |
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. Class Features |
All Classes Lvl 4 |
Shield Master |
You gain a +2 bonus to Dexterity Saving Throws while wielding a shield. If a spell forces you to make a Dexterity Saving Throw, you can use a reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage. Class Features |
All Classes Lvl 4 |
Skilled |
You gain Proficiency in 3 Skills of your choice. | All Classes Lvl 4 |
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. |
Spellcast ability. All Classes Lvl 4 |
Tavern Brawler |
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. Also, lets you choose +1 ability score in Strength or Constitution (Not listed in description in game). |
All Classes Lvl 4 |
Tough |
Your hit point maximum increases by 2 for every level you have gained. | All Classes Lvl 4 |
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. Class Features |
Spellcast ability All Classes at Level 4 |
Weapon Master |
You gain Proficiency with four weapons of your choice, and your Strength or Dexterity increases by 1 , to a maximum of 20. | All Classes Lvl 4 |
- Anonymous
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The best meta feats:
1) +2 attribute
2) Alert
3) Your class feat
- Anonymous
If you multi-class, do you still get a Feat when your character hits level 12? Or only if your class level is 12?
I wish there were more feats. I'm 90% sure there are more feats in 5e. I suppose some of them wouldn't apply to this game. But like isn't there one for not needing to speak your spells? Which allows you to cast while silenced. Stuff like that. Pretty sure that existed in 3.5e at least.
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I would be using observant right now for shadowheart if it was still in the game, o well. Have to spread around ability points more.
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Lmao this is the 100 metacritic score game of the century ladies and gentlemen
- Anonymous
Why is it losting things that are no longer available and really really good? XD
- Anonymous
Elemental adept works very well if you combine with dragon bloodline so then even demons can burn in holy or unholy fire
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Are those all the feats to which you have access???? Honestly, I was expecting that we would gain access to more powerful feats at level 8 and especially at level 12. Is this game made for people who have never played RPGs in their life?
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Wow, these feats are so bland and uninteresting, and honestly, most of them feel terrible, especially while playing as a sorcerer. There aren't even any descriptions to make them sound cool. Maybe Pathfinder: Wrath of the Righteous spoiled me in that regard. Sheesh.
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Be careful with feats that increase your stats.
For example if you put your base STR at 17, you pick a feat like Heavy Armor for +1 STR, and then you round it up with 2 ASI in STR to reach 20...
Then later on you'll find out hat you will be capped at 20 even if you drink the +2 Potion of Everlasting Vigor or use the +1 Auntie Ethel's Hair.
But, for some reason Tavern Brawler doesn't have that cap, so you can in fact go above 20 STR if you use the potion or hair along with that feat.
So you might need to give up on going over 20 with the potion or hair if you take a feat with a stat cap.
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Has anyone tried to use elemental adept. I am aware of how it works in base game dnd however with the way it is worded here it doesn't say if you can't roll a 1 on the attack roll or the damage roll.
- Anonymous
I'm just glad that I can get a level 1 spell from wizard on any class. Now I can make sure I get a pet kitty cat with Find Familiar no matter what I decide to play <3
- Anonymous
kind of disappointing that one of the few talents for mages (spell sniper) is bugged, i.e. unusable
- Anonymous
Actually the max feat is 4. There's a class that gets it at 4 6 8 and 12.
- Anonymous
I have to say, compared to the Pathfinder games these feats are boring as **** and mostly useless.
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SPELL SNIPER's Effects is not correct
"You learn a cantrip, and the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack."
and
"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."
is completely different.
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War caster has been made worthless. Give us the option to cast a spell of our choice. Restricting it to a shocking grasp is not good enough to take this feat compared to resilience.
- Anonymous
- Anonymous
Hi, I got 2nd feat as Lae'zel fighter at lvl 6. Can anybody explain? Should be 4, 8 and 12 lvl right?
- Anonymous
when choosing weapon master it didn't allow me to select four weapons to have proficiency in. The check-boxes weren't working. And doesn't mention them after confirming the feat. It just says you have proficiency with four weapons.
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Wish they had more half-feats that boosted intelligence and wisdom scores aside from resilient
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pouvons nous être chevalier occulte et ce multiclasser en champion ?
- Anonymous
Do you only get them at the 4th, 8th, and 12th level of a specific class or when the total levels are those numbers allowing you to say level 6 and level 6 two classes and still get 3 feats?
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Eldritch adept coulda been in here, to get a warlock invocation as any class.
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I was hoping for Metamagic Adept feat just to make my bard extra fun, but this is coming from someone whose love for Sorcerers knows no bounds and needs to branch out beyond them and clerics in every single game.
- Anonymous
LMK when I can be a Hexblade with Eleven Accuracy. Then I might buy the game.
- Anonymous
Does the language regarding grappling in the Tavern Brawler feat imply there'll be a grappling mechanic with full release? Also Unarmed fighting style for fighter please!
- Anonymous
I refrain from making polearm master characters irl so as not to easily power game. But when i play alone, i can indulge myself.
- Anonymous
Inspiring Leader, Fey Touched, Shadow Touched, Piercer, Slasher, Crusher, Healer, and Poisoner would make the list perfect in my opinion. This is more than enough for release though.
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The EA is really missing the half feats for Int/Cha/Wis, as it is casters only have ability bonus as a reasonable 4 level option,
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yall are harsh its early access and this game is really impressive so far
- Anonymous
Ritual Caster is a MUST for a Rogue Arcane Trickster, I hope it gets added for the final release game.
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I mean in the text above it says you can't use grappler without 13 str, and it isn't on the list, so I'm gonna assume you can still get other feats in the full game, just not in early access
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Feats in B3 = Fighter (fighting styles) in 5e + stat? hopefully placeholder only
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Can't find the feat I picked on any character sheet in the game, after selecting it and leveling up. Can anyone else see what they chose? It's not listed anywhere.
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Is it a blunder that "Ability Imptovements" doesnt mention charisma or is it correct?
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It's early access folks. Don't get your panties in a bunch.
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What's everyones input on Savage Attacker?
8
+10
-1