All Feats in Baldur’s Gate 3

Baldurs Gate 3 beginners guide - Feats 1280x720

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.

FeatDescription
Ability ImprovementYou increase one Ability by 2, or two abilities by 1, to a maximum of 20.
ActorYour 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“.
AlertYou gain a +5 bonus to “Initiative” and can’t be “Surprised“.
AthleteYour 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%.
ChargerYou gain “Charger: Weapon Attack” and “Charger: Shove“.
Crossbow ExpertWhen 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 DuelistWhen 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 WielderYou 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 DelverYou 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.
DurableYour Constitution increases by 1, to a maximum of 20. You regain full hit points each time you take a Short Rest.
Elemental AdeptYour spells ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
Great Weapon MasterWhen 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 ArmoredYou gain Armor Proficiency with Heavy Armor and your Strength increases by 1, to a maximum of 20.
Heavy Armor MasterYour 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 ArmoredYou gain Armor Proficiency with Light Armor and your Strength or Dexterity increases by 1, to a maximum of 20.
LuckyYou 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 SlayerWhen 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: BardYou 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: ClericYou 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: DruidYou 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: SorcererYou 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: WarlockYou 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: WizardYou 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 AdeptYou 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 MasterWhen 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.
MobileYour 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 ArmoredYou gain Armor Proficiency with Medium Armor and shields, and your Strength or Dexterity increases by 1, to a maximum of 20.
PerformerYou gain Musical Instrument Proficiency, and your Charisma increases by 1, to a maximum of 20.
Polearm MasterWhen 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.
ResilientYou increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability’s Saving Throws.
Ritual CasterYou learn two ritual spells of your choice.
Savage AttackerWhen making weapon attacks, you roll your damage dice twice and use the highest result.
SentinelWhen 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.
SharpshooterYour 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 MasterYou 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.
SkilledYou gain Proficiency in 3 Skills of your choice.
Spell SniperYou learn a cantrip, and the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
Tavern BrawlerWhen you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifier is added twice to the damage and Attack Rolls.
ToughYour hit point maximum increases by 2 for every level you have gained.
War CasterYou 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 MasterYou gain Proficiency with four weapons of your choice, and your Strength or Dexterity increases by 1, to a maximum of 20.

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