Larian Studios’ Baldur’s Gate 3 is one of the finest RPG titles out there. The game features immersive gameplay, enchanting visuals, and, of course, intense battle sequences, to say the least. Now, as you progress through the game, you’ll need to continue buffing up your character to succeed in your missions. This is where the different feats in Baldur’s Gate 3 come in extremely handy. You can use these feats to improve the different abilities, skills, or weapon mastery of your characters in the game. To make matters more interesting, the game offers a wide range of feats that you can choose from. Here in this article, we’ve compiled a list of all the available feats in BG3 for you to check out. So, continue reading.
As you progress through the game and keep leveling up, you’ll be able to choose different feats to buff up your character. The game features a total of 41 feats as of now. Since you can’t select everything, it always helps to know which feat will prove to be the best bet for your character. The feats aren’t class-locked, meaning irrespective of the character class you’re using, you can choose any feat in the game. So, without further ado, let’s take a look at all the feats featured in Baldur’s Gate 3.
List of All Feats in Baldur’s Gate 3
Below, you can find the complete list of feats that are available in Baldur’s Gate 3.
Feats | Description |
Ability Improvement | Allows you to increase one ability by 2 points, or two abilities by 1 point. You can improve each ability by a maximum of 20 points. |
Actor | Allows you to increase your Charisma by 1 point (maximum limit 20 points). Also allows doubled Proficiency Bonus for Deception and Performance checks. |
Alert | Offers +5 Initiative bonus, and negates the possibility of your character getting surprised. |
Athlete | Allows you to increase Strength or Dexterity by 1 point (maximum limit 20 points each). Guarantees less movement while standing up from a prone position. Also increases jump distance by 50%. |
Charger | Offers Charger: Weapon Attack, and Shove. |
Crossbow Expert | Negates disadvantage in attack rolls for melee range crossbow attacks. Allows Piercing Shots to inflict Gaping Wounds for 2x more time. |
Defensive Duellist | If you’re attacked while you’re wielding a Finesse Weapon you’re proficient with, using a reaction will add the Proficiency Bonus to your armor class resulting in an increased probability of your enemy missing the attack. |
Duel Wielder | Allows you to wield two weapons in each hand even if the weapons aren’t light (except for heavy weapons, which you can’t duel wield). Offers +1 Armor Class bonus for wielding a melee weapon in each hand. |
Dungeon Delver | Offers an Advantage for Perception Checks employed to detect hidden objects. Offers Advantage for Saving Throws made to avoid or to resist traps. Provides Resistance to damages from traps. |
Durable | Increases Constitution by 1 point (maximum limit 20 points). Allows regaining full hit points after every short rest. |
Elemental Adept | Allows you to pick one type of damage resistance that your spells will ignore. You won’t be able to roll 1 if you’re casting that particular spell. |
Great Weapon Master | For every critical hit or killing blow dealt with a melee attack, you can deal another bonus melee attack in the same turn. Attacks dealt with heavy melee weapons you’re proficient with get +10 damage (however, you’ll lose -5 attack rolls). |
Heavily Armored | Offers +1 Armor Proficiency with Heavy Armor. Increases Strength by 1 point (maximum limit 20 points). |
Heavy Armor Master | Increases Strength by 1 point (maximum limit 20 points). Decreases damage from non-magical weapons by 3 points if you’re wearing Heavy Armor. |
Lightly Armored | Offers +1 Armor Proficiency with Light Armor. Increases Strength or Dexterity by 1 point (maximum limit 20 points). |
Lucky | Offers 3 Luck Points, which can be used for gaining Advantage in Attack Rolls, Ability Checks, or Saving Throws, or to prompt an enemy to reroll their attacks. |
Mage Slayer | If your enemy casts a spell on you from within melee range, you gain an Advantage on Saving Throws. Allows you to use a reaction to immediately attack the said enemy. Also makes your enemy face a Disadvantage on Concentration Saving Throws. |
Magic Initiate: Bard | Offers 2 cantrips and a level 1 spell from the Bard Spell List. Allows you to cast this level 1 spell every time you take a long rest. Shifts your spellcasting ability for all 3 spells to Charisma. |
Magic Initiate: Cleric | Offers 2 cantrips and a level 1 spell from the Cleric Spell List. Allows you to cast this level 1 spell every time you take a long rest. Shifts your spellcasting ability for all 3 spells to Wisdom. |
Magic Initiate: Druid | Offers 2 cantrips and a level 1 spell from the Druid Spell List. Allows you to cast this level 1 spell every time you take a long rest. Shifts your spellcasting ability for all 3 spells to Wisdom. |
Magic Initiate: Sorcerer | Offers 2 cantrips and a level 1 spell from the Sorcerer Spell List. Allows you to cast this level 1 spell every time you take a long rest. Shifts your spellcasting ability for all 3 spells to Charisma. |
Magic Initiate: Warlock | Offers 2 cantrips and a level 1 spell from the Warlock Spell List. Allows you to cast this level 1 spell every time you take a long rest. Shifts your spellcasting ability for all 3 spells to Wisdom. |
Magic Initiate: Wizard | Offers 2 cantrips and a level 1 spell from the Druid Spell List. Allows you to cast this level 1 spell every time you take a long rest. Shifts your spellcasting ability for all 3 spells to Intelligence. |
Martial Adept | Allows you to learn 2 maneuvres from the Battle Master subclass. Offers a Superiority Die to fuel the maneuvers. Allows you to regain Superiority Dice after short or long rests. |
Medium Armor Master | Wearing medium armor doesn’t deal disadvantage on Stealth Checks. Armor Class bonus from Dexterity Modifier becomes +3 instead of +2. |
Mobile | Increases movement speed. Dashing through difficult terrains won’t slow you down. Allows you to move after dealing a melee attack without provoking Opportunity Attacks from your enemies. |
Moderately Armored | Offers +1 Armor Proficiency with Medium Armor and Shields. Increases Strength or Dexterity by 1 point (maximum limit 20 points). |
Performer | Offers Music Instrument Proficiency. Increases Charisma by 1 point (maximum limit 20 points). |
Polearm Master | While wielding glaives, halberds, spears, or quarterstaff, you can attack with the butt of your weapon as a bonus move. Allows you to initiate Opportunity Attacks on targets within range. |
Resilient | Increases one Ability by 1 point (maximum limit 20 points). Offers Proficiency in the Saving Throw for the said Ability. |
Ritual Caster | Allows you to learn any 2 Ritual Spells. |
Savage Attacker | Allows you to roll the damage dice twice while wielding melee weapons and use the highest result. |
Sentinel | If your party member is under attack by an enemy who’s within melee range, you can use a Reaction to use a weapon attack on the said enemy. However, the prerequisite is that the said party member shouldn’t have this particular feat. Also offers an advantage on Opportunity Attacks, and if you can use the Attack accurately to hit the enemy, they will not be able to move for the rest of their turns. |
Sharpshooter | Negates High Ground Rule penalties on Ranged Weapon Attacks. Ranged Weapons with Proficiency deal +10 more damage (although they’ll suffer from a -5 attack roll). |
Shield Master | Offers +2 bonus on Dexterity Saving Throws while wielding shields. If the Saving Throw fails, you’ll still only suffer half the damage from a spell. |
Skilled | Offers Proficiency in any 3 skills. |
Spell Sniper | Allows you to acquire 1 cantrip. The critical hit roll requirement is reduced by 1 point. Can be stacked |
Tavern Brawler | For unarmed attacks, for using improvised weapons, or for throwing an item, a 2x Strength Modifier is added to the attack roll and damage. |
Tough | Increases maximum hit point by 2 points for every level that you’ve reached |
War Caster | Offers Advantage on Concentration Saving Throws on for a spell. Allows you to react and cast a Shocking Grasp spell on your enemy who’s moving out of melee range. |
Weapon Master | Offers Proficiency with any 4 weapons. Increases Strength or Dexterity by 1 point (maximum limit 20 points). |
So, these are all the feats in Baldur’s Gate 3 that you can acquire. If you enjoyed reading this article, keep visiting DigiStatement for more such gaming-related content.