Name of Feat | Feat Description | Implications and Extras |
---|---|---|
Improve Abilities | Apply two ability points to your abilities—either two points to a single ability or one point to two abilities. | This feat can only be used up to a maximum level of skill points of 20. If you are already at 20 points, you won’t be able to use this feat. This limitation applies to all ability-increasing |
Actor | Improve your Charisma by one point and gain Deception and Performance expertise. | Proficiency also increases if the character is not already proficient. |
Alert | Gain +5 to initiative. | This feat also prevents the player from ever being surprised. |
Athlete | Strength or Dexterity increase by one. | Jumping distances also increase by 50% and movement requirements fall when Prone. |
Charger | Gain a Charge ability (Charger: Weapon Attack or Charger: Shove). | N/A |
Crossbow Expert | Causes double duration on Gaping Wounds (Crossbow Expert: Wounding). | Removes Disadvantage for crossbow attacks within melee range (Crossbow Expert: Point-Blank). N/A |
Defensive Duellist | Melee attacks while using a proficient finesse weapon allow Armour Class to increase. | Requires a minimum Dexterity of 13. The feat requires the player to use a Reaction to unlock the effect. |
Dual Wielder | Use two weapons at once, even if the weapons are not light weapons. | Heavy weapons are excluded. |
Dual Wielder: Bonus Armour Class | Armour Class increases by 1. | Must be wielding a melee weapon in both hands. |
Dungeon Delver | Gain Advantage on Perception Checks (Dungeon Delver: Perception) | Gain resistance to trap damage (Dungeon Delver: Resist Traps) Dungeon Delver: Perception only works on hidden objects or saving throws. |
Durable | Increase Constitution by 1 | Short rests also regain full hit points |
Elemental Adept | Spells ignore the recipient’s resistances. | Also removes the possibility of rolling a 1 when attacking. |
Great Weapon Master | Gain a bonus attack when a melee weapon lands a critical or a kill (Great Weapon Master: Bonus Attack). | -5 penalty and +10 damage to attack rolls when using a two handed or versatile dual-hand melee weapon (Great Weapon Master: All In). N/A |
Heavily Armoured | Increase strength by 1. | Heavy armour proficiency increases. Must have medium armour proficiency. |
Heavy Armour Master | Increase strength by 1. | Heavy armour reduces damage from non-magical attacks by three. Must have heavy armour proficiency. |
Lightly Armoured | Strength or Dexterity increase by 1. | Light armour proficiency increases. |
Lucky | Gain 3 luck points to gain advantage. | Can also make an enemy reroll. Luck points recharge after long rests. |
Mage Slayer | Gain Advantage on saving throws against spell-casting creatures (Mage Slayer: Saving Throw Advantage) | Cause enemies to be Disadvantaged on concentration-based saving throws (Mage Slayer: Break Concentration) Immediately attack spellcasters within 1.5 m of the player using a Reaction (Mage Slayer: Attack Caster) N/A |
Magic Initiate | Learn two new Bard cantrips and a Level 1 spell from the respective class type (available for Bard, Cleric, Druid, Sorcerer, Warlock, and Wizard classes) | The type of spells and cantrips you can learn are restricted to the specific character class mentioned in the Feat name itself. Each Level 1 spell can be cast once per long rest. |
Martial Adept | Learn your choice of two Battle Master subclass moves with a Superiority Die. | A used Superiority Die will regenerate after any type of rest. |
Medium Armour Master | Medium Armour does not deal Stealth Check disadvantage. Armour class bonus to dexterity increases by one. | N/A |
Mobile | Movement speeds increase and dashing doesn’t slow across difficult terrain | Melee attacks no longer provoke opportunity attacks after moving. |
Moderately Armoured | Medium armour and shields proficiency increased and Strength or dexterity are increased by 1 | Requires light armor proficiency first |
Performer | Charisma goes up by 1 and Musical Instrument Proficiency increases. | N/A |
Polearm Master | Polearm weapons, including quarterstaffs, spears, halberds, and glaives, allow a Bonus Action. This also enables an Opportunity Attack. | N/A |
Resilient | Ability increases by 1 and Ability saving throws become more proficient. | N/A |
Ritual Caster | Learn two ritual spells. | Must have either Intelligence or Wisdom of 13+ already. |
Savage Attacker | Gain two dice rolls and take the higher of the rolls when attacking with a weapon. | N/A |
Sentinel | Use reaction against enemies within attacking range who attack an ally of yours. Also gain Advantage on Opportunity attacks, which further prevent the victim from moving for the rest of their turn. | N/A |
Sharpshooter | High ground rules no longer apply penalties to ranged attacks, while proficient ranged weapons deal an additional 10 damage with a -5 Attack Roll penalty. | N/A |
Shield Master | Using a shield allows a +2 Dexterity bonus. Furthermore, you can reduce a spell’s effects after personally undergoing a Dexterity Saving Throw with a reaction. | This feat only applies while wielding a shield. |
Skilled | Gain proficiency in three skills. | N/A |
Spell Sniper | Learn a new cantrip. | Must have the spellcast ability. This feat also reduces the number needed for Critical Hits when attacking with a spell. |
Tavern Brawler | Strength Modifiers are added twice to attack rolls when throwing, using an improvised weapon, or attacking unarmed. | Provides +1 to Constitution or Strength. N/A |
Tough | Maximum HP increases by two points for each level. | N/A |
War Caster | Gain Advantage to Saving Throws for spell concentration. | Allows Reactions to be used to cast Shocking Grasp spells. Must have the Spellcast ability. |
Weapon Master | Gain proficiency across four weapons. | Strength or Dexterity increase by 1. N/A |
While there are many feats in BG3, it’s only possible to apply around three feats to your character, depending on your class(es). Some feats may be locked to certain skills or classes, too.
There is no simple way to say which BG3 feats are the best feats, as this is often personal. However, some of the most popular Baldur’s Gate 3 feats include improving an ability, Great Weapon Master, Magic Initiate, Lucky, and the like. Choose your feats carefully based on your gameplay preferences rather than selecting generic options.
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