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Feats are added areas of expertise that provides bonuses and added proficiencies in Baldur's Gate 3 (BG3). Read on for a the complete list of feats, the effects of each one, and more!
Bonus Ability Guides | ||
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Feats | Skills | Race Features |
List of Contents
Feat | Description |
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Ability Improvements | You increase one Ability by 2, or two Abilities by 1, to a maximum of 20. |
Actor | Your Charisma increases by 1, to a maximum of 20. Your Proficiency Bonus is also doubled for 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 you are Prone, standing up uses significantly less movement. Your Jump distance also increases by 50%. |
Charger | You gain Charger:Weapon Attack and Charger: Shove. |
Crossbow Expert | When you make crossbow attacks within melee range, the Attack Rolls do not have Disadvantage. Your Piercing Shot also inflicts Gaping Wounds for twice as long. |
Defensive Duelist | When attacked while wielding a Finesse Weapon you're Proficient with, you can use a reaction to add your Proficiency Bonus to your Armour Class, possibly causing attacks to miss. |
Dual Wielder | You can use Two-Weapon Fighting even if your weapons aren't Light, and you gain a +1 bonus to Armour 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 tot he 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 dype 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 end of a -5 Attack Roll penalty. |
Heavily Armoured | You gain Armour Proficiency with Heavy Armour and increase your Strength by 1, to a maximum of 20. |
Heavy Armour Master | Your Strength increases by 1, to a maximum of 20. Incoming damage from non-magical attacks also decreases by 3 while you are wearing armour. |
Lightly Armoured | You gain Armour Proficiency with Light Armour and increase your Strength or Dexterity by 1, to a maximum of 20. |
Lucky | You gain 3 Luck Points, which you can use to gain Advantage on Attack Rolls, Ability Checks, or Saving Throws, or to make an enemy reroll 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 | 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 Modifier for all 3 Spells is Charisma. |
Magic Initiate: Cleric | 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 Modifier for all 3 Spells is Wisdom. |
Magic Initiate: Druid | Learn 2 cantrips and a Level 1 spell from the druidspell list. You can cast the Level 1 Spell once per Long Rest. Your Spellcasting Modifier for all 3 Spells is Wisdom. |
Magic Initiate: Sorcerer | 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 Modifier for all 3 Spells is Charisma. |
Magic Initiate: Warlock | 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 Modifier for all 3 Spells is Charisma. |
Magic Initiate: Wizard | Learn 2 cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 Spell once per Long Rest. Your Spellcasting Modifier for all 3 Spells is Intelligence. |
Martial Adept | Learn two maneuvers from the Battle Master archetype and receive 1 (additional) Superiority Die to fuel them. You regain expended Superiority Dice after you Short or Long Rest. |
Medium Armour Master | Wearing medium armour doesn't impose disadvantage on Dexterity (Stealth) checks, and wearing medium armor can add 3, rather than 2, to your Armour Class if you have a Dexterity of 16 or higher. |
Mobile | Your Movement Speed increases. When you use the Dash action, difficult terrain doesn't slow you down. Moreover, if you move after making a melee attack, you don't provoke Opportunity Attacks from your targets. |
Moderately Armoured | Gain Armour Proficiency with Medium Armour and shields, and increase your Strength or Dexterity by 1, to a maximum of 20. |
Performer | Gain Musical Instrument Proficiency and increase your Charisma 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 Opportuinity Attack when a target comes within range. |
Resilient | You increase an Ability score by 1, to a maximum of 20 and you 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 higher 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, when you hit a creature with an Opportunity Attack, it can no long 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 when wielding a shield. If a spell forces you to make a Dexterity Saving Throw, you can use your reaction to shield yourself and diminish the effect's damage. On a failed save, you only take half damage. On a successful save, 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 increased by 2 for each 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. |
Feats are added areas of expertise that provide bonuses and added proficiencies that can aid your character in combat.
Having a total of 41 feats and only unlocking feats every four levels (4, 8, and 12), it is highly recommended to review which feats you need to make the most out of your character in combat.
While we did mentoin that you obtain Feats every level, the level that is actually getting counted is your Class' level and not your characters. This is actually a major effect if you're multiclassing since it means that if you multiclass into a Level 3 Sorcerer and a Level 2 Warlock, this will mean that your character is level 5 but you will not obtain any Feats as both classes are under level 4. However, if you're somhow multiclassed into three classes like Bard, Sorcerer, and Warlock with the levels 6, 3, and 3 respectively, you will only be able to gain a Feat once from the Level 6 Bard when it reaches level 4.
Multiclass Guide and Best Class Combinations
All Character Creation Guides | |
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List of Races | List of Subraces |
List of Feats | List of Race Features |
List of Skills | Ability Scores |
Background & Origins | - |
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