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
Name |
Type |
Description |
Requirement |
Spell Slots Unlocked | Feature | Casting spells consumes spell slots.
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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. |
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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. |
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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. |
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Domain Spells | Feature | You gain spells from your domain. They are always prepared. |
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Warding Flare | Feature | Shield yourself with divine light. Use your reaction to impose disadvantage on an attacker, potentially causing their attack to miss. |
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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. |
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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. |
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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. |
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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. |
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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. |
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Fleet of Foot | Trait | Your base walking speed is 10.5m. |
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Mask of the Wild | Trait | You were raised to blend into your natural surroundings. You gain proficiency in Stealth. |
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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 greats words. | |
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. |
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Naturally Stealthy | Trait | Your nimble nature makes you skilled at concealment. You have proficiency in Stealth checks. |
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Strongheart Resilience | Trait | You have advantage on saving throws against Poison and resistance to Poison damage. |
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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. |
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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. |
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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 |
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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 |
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Agonizing Blast | Feature | When you cast Eldrich 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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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Repelling Blast | Feature | When you hit a creature with Eldritch Blast, you can push the creature up to 4.5 m away from you. |
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Thief of Five Fates | Feature | Once per long rest, you can cast Bane using a Warlock spell slot. |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Wasteland Wanderer: Poison | Feature | You have spent endless days surviving fetid swamps. You gain resistance to Poison and take only half damage from it. |
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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 |
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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. |
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Menacing Attack | Class Passive | Spend a superiority die to deal 1d6+3+1d8 Piercing and possibly Frighten the target. |
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Pushing Attack | Class Passive | Spend a superiority die to deal 1d6+3+1d8 Piercing and possibly push the target back 4.5 m. |
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Rally | Class Passive | Expend a superiority die to bolster the resolve of a friendly creature. It gains an additional 8 hit points. |
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Riposte | Class Passive | When a creature misses you with a melee attack, expend a superiority die to retaliate and deal 1d6+3+1d8 Piercing. |
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Warlock Spell Slot Gained | Feature | You gain a warlock spell slot that recharges on short rest. |
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Combat Wild Shape | Feature | As an Bonus action, you can assuume the form of a beast. You may transform twice per shot rest. |
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Wild Shape | Feature | As an action, you can assume the form of a beast. You may transform twice per shot rest. |
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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 |
Druid Spell Circle | Gain Mirror Image, which improves your Armor Class, and Misty Step, which allows you to teleport a short distance. | Lvl 3 | |
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 | |
Druid Spell Circle | Gain Barkskin, which increases your Armor Class to 16, and Hold Person, which paralyzes a humanoid creature. | Lvl 3 | |
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 | |
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 | |
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 | |
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 | |
Feature | Add your proficiency bonus to attack rolls (your chance to hit a target) with Clubs. |
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Feature | Add your proficiency bonus to attack rolls (your chance to hit a target) with Javelins. |
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Feature | Add your proficiency bonus to attack rolls (your chance to hit a target) with Maces. |
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Feature | Add your proficiency bonus to attack rolls (your chance to hit a target) with Scimitars. |
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Feature | Add your proficiency bonus to attack rolls (your chance to hit a target) with Sickles. |
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Feature | Add your proficiency bonus to attack rolls (your chance to hit a target) with Spears. |
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