Traits and Features In Baldur's Gate 3, are the unique actions that a character can perform. The Traits and Features available to any character are determined by their Class. Each Class also has several Subclasses that players can select after gaining sufficient XP.

 

All Baldur's Gate 3 Traits and Features

 

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Name
Type
Description
Requirement
Spell Slots Unlocked Feature Casting spells consumes spell slots.
  • Lvl 1: You gain 2 level 1 spell slots, which are restored on a long rest.
  • Lvl 2: You gain 1 level 1 spell slots, which are restored on a long rest.
  • Lvl 3: You gain 1 level 1 spell slot, which are restored on a long rest.
              You gain 2 level 2 spell slots, which are restored on a long rest.
Wisdom Saving Throw Proficiency Feature Add your proficiency bonus to Wisdom saving throws
Charisma Saving Throw Proficiency Feature Add your proficiency bonus to Charisma saving throws.
Light Armour Proficiency Feature Wearing Light Armour will not impose disadvantage on your attacks or prevent the casting of Spells
Medium Armour Proficiency Feature Wearing Medium Armour will not impose disadvantage on your attacks or prevent the casting of Spells.
Shield Proficiency Feature Wielding a shield will not impose disadvantage on your attacks or prevent the casting of Spells.
Simple Weapon Proficiency Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Simple Weapons.
Heavy Armour Proficiency Feature Wearing Heavy Armour will not impose disadvantage on your attacks or prevent the casting of Spells.
Disciple of Life Feature Your devotion empowers your healing Spells. When casting a healing spell, the target regains additional hit points equal to 2 + the spell's level.
Domain Spells Feature You gain spells from your domain. They are always prepared.
Warding Flare Feature Shield yourself with divine light. Use your reaction to impose disadvantage on an attacker, potentially causing their attack to miss. 
Strength Saving Throw Proficiency Feature Add your proficiency bonus to Strength saving throws.
Constitution Saving Throw Proficiency Feature Add your proficiency bonus to Constitution saving throws.
Martial Weapon Proficiency Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Martial Weapons.
Dexterity Saving Throw Proficiency Feature Add your proficiency bonus to Dexterity saving throws.
Intelligence Saving Throw Proficiency Feature Add your proficiency bonus to Intelligence saving throws.
Hand Crossbow Proficiency Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Hand Crossbows.
Longsword Proficiency Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Longswords.
Rapier Proficiency Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Rapiers.
Shortsword Proficiency Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Shortswords.
Warlock Spell Slots Feature You gain warlock spell slots that recharge on short rest. These spell slots are always at the highest available level.
Dark One's Blessing Feature When you reduce a hostile creature to 0 hit points, this gift from your patron grants you Charisma Modifier+Level hit points.
Quarterstaff Proficiency Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Quarterstaff.
Dagger Proficiency Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Daggers.
Dart Proficiency Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with darts.
Sling Proficiency Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Slings.
Light Crossbow Proficiency Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Light Crossbows.
Keen Senses Feature You have proficiency in the Perception skill.
Fey Ancestry Feature The Feywild casts a veil over your mind. You have advantage on saving throws against being Charmed, and magic can't put you to sleep.
Longbow Proficiency Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Longbows.
Shortbow Proficiency Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Shortbows.
Darkvision Feature This creature can see in the dark within 12m.
Base Racial Speed Trait The distance you can move per turn is 9m.
Gold Dwarves, Shield Dwarves, Lightfoot Halflings and Strongheart Halflings move 7.5 m per turn.
Wood Half-Elves move 10.5 m per turn.
Fleet of Foot Trait Your base walking speed is 10.5m.
Mask of the Wild Trait You were raised to blend into your natural surroundings. You gain proficiency in Stealth.
Hellish Resistance Feature Your blood protects you from flame, abyssal or otherwise. You have resistance to Fire and take only half damage from it.
Superior Darkvision Feature This creature can see in the dark within 24m.
Greatsword Proficiency Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Greatswords.
Dwarven Resilience Feature You have advantage on saving throws against Poison, and you have resistance against Poison damage.
Battleaxe Proficiency Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Battleaxes.
Handaxe Proficiency Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Handaxes.
Light Hammer Proficiency Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Light Hammers.
Warhammer Proficiency Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Warhammers.
Dwarven Toughness Trait Your Hit Point maximum increases by 1, and it increases by 1 again every time you gain a level.
Naturally Stealthy Trait Your nimble nature makes you skilled at concealment. You have proficiency in Stealth checks.
Strongheart Resilience Trait You have advantage on saving throws against Poison and resistance to Poison damage.
Channel Divinity Charges Feature  You gain the ability to channel divine energy, starting with two effects: Turn Undead and an effect determined by your domain. Replenished by short or long rest.
Lucky Feature When you roll a 1 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Superiority Dice Feature You have 4 Superiority Dice, which are d8s. Your Battle Master maneuvers are fueled by these dice, and a die is expended when you use it. You regain all of your expended Superiority Dice when you finish a short or long rest.
Colossus Slayer Feature Once per turn, your weapon attack deals an extra 1d8 damage if the target is below its hit point maximum. One of the three Features available to choose for Hunter's Prey
Giant Killer Feature If a Large or bigger creature attacks you, you can use your reaction to make a melee attack. One of the three Features available to choose for Hunter's Prey
Horde Breaker Feature Target two creatures standing close to each other, attacking them in quick succession. One of the three Features available to choose for Hunter's Prey
Mage Hand Legerdemain Feature When you cast Mage Hand, the spectral hand is invisible and can carry out additional tasks
Fast Hands Feature Gain an additional bonus action
Second-Story Work Feature You've mastered the art of falling and gain resistance to Falling damage.
Improved Warlock Spell Slot Feature Warlock spell slots are all always of the highest available level. Used spell slots recharge on short rest
Agonizing Blast Feature When you cast Eldritch Blast, add your Charisma modifier to the damage it deals, unless it is negative. One of the  nine Eldritch Invocations available at Warlock level 2.
Armour of Shadows Feature You can cast Mage Armour on yourself at will, without expending a spell slot. One of the  nine Eldritch Invocations available at Warlock level 2.
Beast Speech Feature You can cast Speak with Animals at will, without expending a spell slot. One of the  nine Eldritch Invocations available at Warlock level 2.
Beguiling Influence Feature You invoke your patron's bewitching charm.  You gain proficiency in the Deception and Persuasion Skills. One of the  nine Eldritch Invocations available at Warlock level 2.
Devil's Sight Feature You can see normally in darkness, both magical and nonmagical, to a distance of 18 m. One of the  nine Eldritch Invocations available at Warlock level 2.
Fiendish Vigor Feature You can cast False Life on yourself at will as a 1st-level Spell, without expending a spell slot. One of the  nine Eldritch Invocations available at Warlock level 2.
Mask of Many Faces Feature You can cast Disguise Self at will, without expending a spell slot. One of the  nine Eldritch Invocations available at Warlock level 2.
Repelling Blast Feature When you hit a creature with Eldritch Blast, you can push the creature up to 4.5 m away from you. 
Thief of Five Fates Feature Once per long rest, you can cast Bane using a Warlock spell slot.
Pact of the Chain Feature Gain the service of a familiar, a fey spirit that takes a form you choose. This can be an animal, imp or quasit  
Arcane Ward Feature Once per day, when you cast an Abjuration spell of 1st level or higher, you can use a strand of the spell's magic to create a magical ward that lasts until your next long rest. The ward has a maxium of 3 hit points and absorbs all damage done to you. When it is reduced to 0 hit points, you take the remaining damage, but the magic remains. Whenever you cast an Abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell
Sculpt Spells Feature Create pockets of safety within your Evocation Spells. Allied creatures automatically succeed their saving throws and take no damage from these Spells
Bounty Hunter Feature Gain Proficiency in Investigation and learn the Thieves' Cant passive. Creatures you Restrain have a harder time escaping. One of  the five Favored Enemy features available at Ranger Lvl 1
Keeper of the Veil Feature You specialise in hunting creatures from other planes of existance. You gain proficiency in Arcana, and can cast Protection from Evil and Good. One of  the five Favored Enemy features available at Ranger Lvl 1
Mage Breaker Feature You have a history of battling spellcasters. Gain proficiency with Arcana and the True Strike cantrip., which gives you advantage on attack rolls against a creature. Wisdom is your spellcasting ability for this spell. One of  the five Favored Enemy features available at Ranger Lvl 1
Ranger Knight Feature You have sworn to serve a crown or nation and seek to bring its foes to ruin. Gain proficiency with History and Heavy Armour.One of  the five Favored Enemy features available at Ranger Lvl 1
Sanctified Stalker Feature You swore to hunt the Enemies of a holy or druidic order. Gain proficiency in Religion and the Sacred Flame cantrip. Wisdom is your spellcasting ability for this spell. One of  the five Favored Enemy features available at Ranger Lvl 1
Beast Tamer Feature You have cultivated a strong bond with animals. You can cast Find Familiar as a ritual. One of  the five Natural Explorer features available at Ranger Lvl 1
Urban Tracker Feature An expert at navigating the wild within the city, you gain proficiency with the disguise kit and thieves' tools. One of  the five Natural Explorer features available at Ranger Lvl 1
Wasteland Wanderer: Cold Feature You have spent days surviving desolate tundras. Gain resistance to Cold damage, taking only half damage from it. One of  the five Natural Explorer features available at Ranger Lvl 1
Wasteland Wanderer: Fire Feature You have spend endless days surviving forbidden deserts. You gain resistance to Fire, only taking half damage from it. One of  the five Natural Explorer features available at Ranger Lvl 1
Wasteland Wanderer: Poison Feature You have spent endless days surviving fetid swamps. You gain resistance to Poison and take only half damage from it.
Archery Class Passive You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense Class Passive You gain a +1 bonus to Armour Class (Your likelihood of being hit) while wearing Armour.
Dueling Class Passive When you are wielding melee weapons in one hand and the other hand is empty, you gain a +2 bonus to damage rolls with that weapon, increasin your chance to do heavy damage.
Two-Weapon Fighting Style Class Passive When you attack with two weapons, you can add your ability modifier to the damage of the offhand attack.
Great Weapon Fighting Class Passive When you roll a 1 or 2 on a damage die for an attack with a two-handed melee weapon, you can reroll the die and must use the new roll
Protection Class Passive When you have a shield, impose disadvantage on an enemy who attacks one of your allies when you are within 1.5 m. You must be able to see the enemy.
Menacing Attack Class Passive Spend a superiority die to deal 1d6+3+1d8 Piercing and possibly Frighten the target.
Pushing Attack Class Passive Spend a superiority die to deal 1d6+3+1d8 Piercing and possibly push the target back 4.5 m. 
Rally Class Passive Expend a superiority die to bolster the resolve of a friendly creature. It gains an additional 8 hit points.
Riposte Class Passive When a creature misses you with a melee attack, expend a superiority die to retaliate and deal 1d6+3+1d8 Piercing.
Warlock Spell Slot Gained Feature You gain a warlock spell slot that recharges on short rest. 
Combat Wild Shape Feature As an Bonus action, you can assuume the form of a beast. You may transform twice per shot rest.
Wild Shape Feature As an action, you can assume the form of a beast. You may transform twice per shot rest.
Arctic Druid Spell Circle Gain Hold Person, which paralyzez a humanoid creature, and Spike Growth, which transforms the ground and deals 1d4 Piercing damage to creatures walking on the spikes.  Lvl 3

Coast

Druid Spell Circle Gain Mirror Image, which improves your Armor Class, and Misty Step, which allows you to teleport a short distance.  Lvl 3

Desert

Druid Spell Circle Gain Blur, which imposes disadvantage on creatures attacking you, and Silence, which creates a sound-proff sphere that silences creatures and grants them immunity to Thunder damage.  Lvl 3

Forest

Druid Spell Circle Gain Barkskin, which increases your Armor Class to 16, and Hold Person, which paralyzes a humanoid creature.  Lvl 3

Grassland

Druid Spell Circle Gain Invisibility, which turns a creature invisible, and Pass without Trace, which gives you and nearby companions a +10 to Stealth checks.  Lvl 3

Mountain

Druid Spell Circle Gain Mirror Image, which improves your Armor Class, and Spike Growth, which transforms the ground and deals 1d4 Piercing damage to creatures walking on the spikes.  Lvl 3

Swamp

Druid Spell Circle Gain Acid Arrow, which deals 6d4 Acid damage, and Darkness, wich creates a cloud of darkness that Obscures and Blinds creatures within.  Lvl 3

Underdark

Druid Spell Circle Gain Web, which creates flammable webbing that can Enweb creatures, and Misty Step, which allows you to teleport a shor distance.  Lvl 3

Club Proficiency

Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Clubs.

Javelin Proficiency

Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Javelins.

Mace Proficiency

Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Maces.

Scimitar Proficiency

Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Scimitars.

Sickle Proficiency

Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Sickles.

Spear Proficiency

Feature Add your proficiency bonus to attack rolls (your chance to hit a target) with Spears.

Metamagic: Distant Spell

Feature Increase the range of spells by 50%. Spells with a range of 1.5m are increased to 9m.

Metamagic: Careful Spell

Feature Allies automatically succeed Saving Throws against spells that require them.

Metamagic: Extended Spell

Feature Double the duration of Conditions, summons, and surfaces caused by spells.

Metamagic: Quickened Spell

Feature Spells that take an Action take a Bonus Action Instead.

Metamagic: Subtle Spell

Feature You can cast spells while Silenced.

Metamagic: Heightened Spell

Feature Targets of spells that require Saving Throws have Disadvantage on their first Saving Throw.

Metamagic: Twinned Spell

Feature Spells that only target 1 creature can target an additional creature.

Tides of Chaos

Feature Activate to gain Advantage on your next Attack Roll, Ability Check, or Saving Throw.

Wild Magic (Feature)

Feature Wild magic stems from the forces of chaos. It churns within the sorcerers that wield it, waiting to burst free.
Draconic Ancestry: Black (Acid) Feature Acid is the damage type associated with your dragon ancestor. At 6th level, spells that deal Acid damage are more powerful and you can become resistant to Acid damage.
Draconic Ancestry: Blue (Lightning) Feature Lightning is the damage type associated with your dragon ancestor. At 6th level, spells that deal Lightning damage are more powerful and you can become resistant to Lightning damage.
Draconic Ancestry: Brass (Fire) Feature Fire is the damage type associated with your dragon ancestor. At 6th level, spells that deal Fire damage are more powerful and you can become resistant to fire damage.
Draconic Ancestry: Copper (Acid) Feature Acid is the damage type associated with your dragon ancestor. At 6th level, spells that deal Acid damage are more powerful and you can become resistant to Acid damage.
Draconic Ancestry: Bronze (Lightning) Feature Lightning is the damage type associated with your dragon ancestor. At 6th level, spells that deal Lightning damage are more powerful and you can become resistant to Lightning damage.
Draconic Ancestry: Gold (Fire) Feature Fire is the damage type associated with your dragon ancestor. At 6th level, spells that deal Fire damage are more powerful and you can become resistant to fire damage.
Draconic Ancestry: Green (Poison) Feature Poison is the damage type associated with your dragon ancestor. At 6th level, spells that deal Poison damage are more powerful and you can become resistant to poison damage.
Draconic Ancestry: Red (Fire) Feature Fire is the damage type associated with your dragon ancestor. At 6th level, spells that deal Fire damage are more powerful and you can become resistant to fire damage.
Draconic Ancestry: Silver (Cold) Feature Cold is the damage type associated with your dragon ancestor. At 6th level, spells that deal Cold damage are more powerful and you can become resistant to cold damage.
Draconic Ancestry: White (Cold) Feature Cold is the damage type associated with your dragon ancestor. At 6th level, spells that deal Cold damage are more powerful and you can become resistant to cold damage.
Draconic Resilience: Armour Class Feature Dragon-like scales cover parts of your skin. When you aren't wearing armour, your Base Armour Class increased by 3.
Draconic Resilience: Hit Points Feature Your maximum Hit Points increase by 1 for each Sorcerer level.
Hunter's Prey Feature (Ranger Class) You get to choose one of three abilities: Horde Breaker, Giant Killer or Colossus Slayer
  • Hunter (Ranger Subclass lvl3)

 




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