All Feats in Baldur’s Gate 3
Every four levels (level 4, 8 and 12) in Baldur’s Gate 3, you’re presented with a choice:
- enhance an Ability (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma) by 2 Ability Points, or enhance two Abilities by 1 Ability Point point, (to a maximum Ability Score of 20) through Ability Improvement,
- or opt for a Feat.
Baldur’s Gate 3 Feats represent special skills or areas of knowledge that bestow extra benefits or advantages to your character. You have the freedom to select any Feat, provided you fulfill its prerequisite. If the prerequisite isn’t met, the Feat will display a lock symbol.
As Level 12 is the maximum level a character in Baldur’s Gate 3, you can choose to have an extra 6 Ability Points, 3 Feats, or a mixture thereof.
Every Feat Available in Baldur’s Gate 3
There are currently a total of 41 Feats on launch of Baldur’s Gate 3.
Here is a table, listing all of the Feats and the special capabilities your character will gain.
| Feat | Description |
|---|---|
| Ability Improvement | You increase one Ability by 2, or two abilities by 1, to a maximum of 20. |
| Actor | Your Charisma is increased by 1, but it cannot exceed 20. Additionally, the bonus you receive for “Proficiency” is multiplied by two when it comes to “Deception” and “Performance Checks“. |
| Alert | You gain a +5 bonus to “Initiative” and can’t be “Surprised“. |
| Athlete | Your Strength or Dexterity increases by 1, to a maximum of 20. When in a “Prone” position, the amount of movement required to stand up is considerably reduced. Additionally, the distance you can “Jump” is enhanced by 50%. |
| Charger | You gain “Charger: Weapon Attack” and “Charger: Shove“. |
| Crossbow Expert | When you execute crossbow attacks within melee range, the Attack Rolls are not subjected to “Disadvantage“. Furthermore, your “Piercing Shot” causes “Gaping Wounds” that last twice as long as usual. |
| Defensive Duelist | When attacked while wielding a “Finesse Weapon” that you’re “Proficient” with, you can employ a reaction to incorporate your “Proficiency Bonus” into your “Armor Class“, which might result in the attack missing you. |
| Dual Wielder | You can use Two-Weapon fighting even if your weapons aren’t Light, and you gain a +1 bonus to Armor Class while wielding a melee weapon in each hand. You cannot dual-wield Heavy weapons. |
| 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. |
| Durable | Your Constitution increases by 1, to a maximum of 20. You regain full hit points each time you take a Short Rest. |
| 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. |
| 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.) |
| Heavily Armored | You gain Armor Proficiency with Heavy Armor and your Strength increases by 1, to a maximum of 20. |
| Heavy Armor 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 armor. |
| Lightly Armored | You gain Armor Proficiency with Light Armor and your Strength or Dexterity increases by 1, to a maximum of 20. |
| Lucky | You acquire 3 “Luck Points“. These can be utilized to gain “Advantage” on “Attack Rolls“, “Ability Checks“, “Saving Throws“, or to make an enemy re-roll their “Attack Rolls“. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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 Wisdom. |
| Magic Initiate: Wizard | 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 Intelligence. |
| 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. |
| Medium Armor Master | When you wear Medium Armor, it doesn’t impose Disadvantage on Stealth Checks. The bonus to Armor Class you gain from your Dexterity Modifier also becomes +3 instead of +2. |
| 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. |
| Moderately Armored | You gain Armor Proficiency with Medium Armor and shields, and your Strength or Dexterity increases by 1, to a maximum of 20. |
| Performer | You gain Musical Instrument Proficiency, and your Charisma increases by 1, to a maximum of 20. |
| 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. |
| Resilient | You increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability’s Saving Throws. |
| Ritual Caster | You learn two ritual spells of your choice. |
| Savage Attacker | When making weapon attacks, you roll your damage dice twice and use the highest result. |
| 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. |
| 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. |
| 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. |
| Skilled | You gain Proficiency in 3 Skills of your choice. |
| Spell Sniper | You learn a cantrip, and the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack. |
| 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. |
| Tough | Your hit point maximum increases by 2 for every level you have gained. |
| 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. |
| Weapon Master | You gain Proficiency with four weapons of your choice, and your Strength or Dexterity increases by 1, to a maximum of 20. |