Feats in Baldur's Gate 3 are special talents or expertises that provide special capabilities to characters. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a Feat of your choice instead.

You can take each feat only once, unless the Feat’s description says otherwise.

You must meet any prerequisite specified in  a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow—perhaps by a withering curse— you can’t benefit from the Grappler feat until your Strength is restored

All Feats in Baldur's Gate 3

Name
Effects
Requirements
Ability Improvements
+2 Ability points to spend as the player sees fit between Strength, Dexterity, Constitution, Intelligence, Charisma and Wisdom. All Classes Lvl 4
Athlete

Increases Strength or Dexterity by 1, to a maximum of 20. When you are prone, standing uses less movement.

All Classes Lvl 4
Defensive Duelist

When you are attacked with a melee attack, you use your reaction to increase your Armour Class, potentially causing the attack to miss.

All Classes Lvl 4
Dual Wielder
Gain a +1 bonus to Armour Class while wielding a melee weapon in each hand. You can use two-weapon fighting even if your weapons aren't light. All Classes Lvl 4
Great Weapon Master
When a melee attack scores a critical hit or kills a creature, you can make another melee attack as a bonus action. When attacking with Heavy Weapons you are proficient with, attack rolls take a -5 penalty, but their damage increases by 10. All Classes Lvl 4
Heavily Armoured
Gain proficiency with Heavy Armor and increase your Strength score by 1, to a maximum of 20. Medium Armor Proficiency
Lightly Armoured
Gain proficiency with Light Armor and increase your Strength or Dexterity by 1, to a maximum of 20. All Classes Lvl 4
Magic Initiate: Cleric
Gain a spell slot of Level 1 that is restored on a long rest. Learn two cantrips and one 1st-level spell from the Cleric spell list. Your spellcasting modifier for these Spells is Wisdom. All Classes Lvl 4
Magic Initiate: Warlock
Gain a spell slot of Level 1 that is restored on a long rest. Learn two cantrips and one 1st-level spell from the Warlock spell list. Your spellcasting modifier for these Spells is Charisma. All Classes Lvl 4
Magic Initiate: Wizard
Gain a spell slot of Level 1 that is restored on a long rest. Learn two cantrips and one 1st-level spell from the Wizard spell list. Your spellcasting modifier for these Spells is Intelligence. All Classes Lvl 4
Martial Adept
Learn two maneuvers 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. All Classes Lvl 4
Mobile
Your speed increases. When you use the Dash action, difficult terrain doesn't slow you down. Moreover, if you move after making a melee attack, you don't provoke an opportunity attack from your target. All Classes Lvl 4
Moderately Armoured
You have proficiency with Medium Armor and Shields, and your Strength or Dexterity score increases by 1, to a maximum of 20. Light Armor Proficiency
Shield Master
Gain a +2 bonus to 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. On a successful save, you take no damage. All Classes Lvl 4
Skilled
You gain proficiency in any combination of three skills of your choice. All Classes Lvl 4
Tough
Hit points maximum increased by 2 for each level. All Classes Lvl 4
Weapon Master
Increase your Strength or Dexterity by 1, to a maximum of 20, and gain proficiency with four weapons of your choice. All Classes Lvl 4

 




Join the page discussion Tired of anon posting? Register!

Load more
⇈ ⇈