Leveling up in Baldur’s Gate 3 can be a rewarding experience. It’s even more rewarding when you and your party get an opportunity to choose a Feat. Feats in BG3 are given to you every four levels and act as little buffs that can aid your character inside or outside of battle. There are a wide variety of feats to choose from so going in unprepared can be overwhelming at first. Here are all the Feats in Baldur’s Gate 3.
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What Are All The Feats In Baldur’s Gate 3?
There are a total of 41 Feats to choose from in the DND-like RPG. Each one provides a certain effect that can help you inside and outside of battle. Here are all the Feats that you and your character can own.
Baldur’s Gate 3 Feats
Ability Improvement | 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 crowssbow attacks within melee range, the Attack Rolls do not have Disadvantage. Your Piercing Shot also inflicts Gaping Wounds for twice as long. |
Defensive Duellist | When attacked while wielding a Finesse Weapon you’re Proficient with, you can use a reaction to add your Proficiency Bonus to your Armor Class, possibly causing the attack to miss. |
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 typ eof 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 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 | 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 Oppotunity 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 ahve 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. |
Remember you only get to select a Feat every four levels, so choose wisely on what’s best needed for your class.
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