Every Class in Baldur’s Gate 3 is distinct and can be built in a few ways, you should choose the best feats for your character to greatly improve their effectiveness and strength.
Feats in Baldur’s Gate 3 grant unique buffs and talents, unlocking specialized abilities for your character. Each feat can only be taken once unless specified otherwise in the game’s tooltip. Feats are acquired at specific levels, requiring certain requirements and thresholds to access. Characters at levels 4, 8, and 12 must choose between a Feat or spending two points on Ability Score Improvement, while Fighters receive additional Feats at levels 4, 6, 8, and 12, and Rogues at levels 4, 8, 10, and 12.
Ability Improvement Feat in Baldur’s Gate 3
Feats also include the option of ability score improvements, allowing you to allocate two points to abilities of your choice. All abilities in Baldur’s Gate 3 where you can spend ability score improvements feat:
Best Feats You Should Choose for Each Class
Selecting the right feat depends on your class, playstyle, and the character build you’re aiming for. For all classes, the most reliable and the best choice is the ability improvement feat. If you’re unsure what to pick, opting for this feat and raising your primary ability to 18, and eventually 20, is always a solid decision.
The best feat for the barbarian class is Great Weapon Master because it gives you an extra attack, and the penalty to attack rolls is not noticeable compared to the damage that barbarians can deal in a single turn. Barbarians are fantastic with two-handed weapons and this feat will enhance their capabilities.
- Great Weapon Master: This feat is essential for Barbarians. It grants you amazing damage and the ability to use a bonus action to deal extra damage after a critical attack or kill.
- 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.)
- Sentinel: Ideal for melee combat situations when paired with another character, this feat grants you the opportunity for free reaction attacks against foes.
- 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 Opportunity Attack, it can no longer move for the rest of its tum.
- Tough: A Barbarian’s already substantial hit points are further enhanced by this feat. Especially useful if you prefer unarmored play because you will have a small amount of Armor Class. (AC)
- 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.
The most valuable feat for the bard class is Magic Initiate (Warlock). This provides much-needed offensive utility through the Eldritch Blast cantrip and hex spell, allowing a support-oriented bard to contribute to damage output.
- Magic Initiate (Warlock): While Bards lack offensive utility, this feat grants you the hex spell that debuffs enemies and Eldritch Blast cantrip, providing strong offensive potential even as a support class. Note: The Asmodeus Tiefling grants the same bonus, so if that’s your race don’t take this feat.
- 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 Charisma.
- War Caster: Essential for maintaining concentration on spells, preventing their disruption, and ensuring your magical effects remain active.
- 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. 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.
- Actor: This feat enhances your roleplaying options by doubling proficiency, allowing for improved dialogue interactions.
- Your Charisma increases by 1, to a maximum of 20. Your Proficiency Bonus is also doubled for Deception and Performance Checks. Grants Deception Proficiency and Performance Proficiency.
The optimal feat for the cleric class is War Caster. As clerics rely heavily on concentration spells, this feat ensures they maintain spell effects during combat, significantly boosting their effectiveness.
- War Caster: This feat helps maintain your spells’ effects even in the heat of battle.
- Shield Master: A great choice for Clerics who use a sword and shield, providing improved dexterity saving throws, and more efficient use of your shield.
- 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.
- Magic Initiate (Warlock): A Cleric can benefit from this feat by gaining access to the powerful cantrip Eldritch Blast and the reactive damage of Hellish Rebuke, which will deal damage each time enemies attack you. Note: The Asmodeus Tiefling grants the same bonus, so if that’s your race don’t take this feat.
War Caster feat is the best for the druid class. Given druids’ reliance on concentration spells, War Caster helps maintain crucial spells amidst the chaos of battle.
- War Caster: Essential for maintaining concentration on Druid spells and ensuring your magical effects remain active.
- Mage Slayer: Particularly useful for Druids in wild shape, as it helps defend against mages when you’re in close combat.
- When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. 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 (Warlock): This feat provides Eldritch Blast for ranged damage and Hellish Rebuke for reactive damage, enhancing your offensive capabilities for a druid class.
Great Weapon Master is the strongest feat for fighters. It grants additional attacks and, with proper tactics, compensates for the penalty to attack rolls with substantial damage output.
- Great Weapon Master: A must-have for Fighters, this feat grants incredible damage and a bonus action for extra damage on crits or kills.
- Alert: This feat allows Fighters to act early in combat, potentially avoiding surprise and ensuring you can start the turm before they strike.
- You gain a +5 bonus to Initiative and can’t be Surprised.
- Tough: Building on the Fighter’s already substantial health pool, this feat boosts your survivability.
Tavern Brawler stands out as the best feat for monks. It empowers their unarmed strikes, while the option to increase either Strength or Constitution provides versatility in enhancing their abilities.
- Tavern Brawler: With the potential to increase your main stat, this feat adds strength to unarmored attacks, which creates a significant portion of your damage as a Monk.
- 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. Also, lets you choose +1 ability score in Strength or Constitution.
- Mobile: Enhance your mobility with increased movement and the ability to avoid opportunity attacks, aligning well with the Monk’s hit-and-run tactics.
- 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.
- Lucky: Given that Monks rely on advantages for their damage, this feat helps you achieve advantage when needed, once per long rest.
- 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.
Similarly, great Weapon Master is the prime feat for paladins. Offering extra attacks and substantial damage potential, this feat complements paladins’ melee prowess.
- Great Weapon Master: Crucial for Paladins, this feat provides impressive damage and a bonus action for extra damage on crits or kills.
- Heavy Armor Master: Increasing your strength by 1 and reducing damage, this feat complements a Paladin’s tanking abilities. Note: Ensure you have 15 or 17 strength so you hit even numbers to get the bonus dice roll. Especially if you take it on level 4.
- 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 armour.
- Alert: Allowing Paladins to act quickly and avoid surprise, this feat enhances your ability to control the battlefield. Thanks to the increased initiative +5 you’ll be able to attack as one of the first in the turn.
Sharpshooter shines as the strongest feat for Rangers. The damage boost outweighs the accuracy penalty, particularly when used alongside spells like Bless.
- Sharpshooter: With increased damage potential, though at the cost of accuracy, this feat is perfect for Rangers who can use spells like Bless to mitigate the accuracy penalty.
- 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.
- Dual Wielder: For dual-wielding characters, this feat gives you better weapon choices, improves weapon damage, and provides additional armor class (+1 AC), making you more effective in melee combat.
- 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.
- Lucky: Given that the Rangers also require an advantage for big damage, this feat helps you gain an advantage when needed, once per long rest.
For rogue class Sharpshooter is the best choice as well. The extra damage compensates for the accuracy reduction, making this feat ideal for maximizing their sneak attacks.
- Sharpshooter: Offering higher damage potential, regardless of a penalty to accuracy, this feat can significantly boost your damage output. Also, perfect if you can use spells like Bless to mitigate the accuracy penalty.
- Dual Wielder: Ideal for Rogue dual-wielders, this feat allows you to wield better weapons and gain additional armor class (+1 AC), enhancing your melee capabilities.
- Lucky: Similarly, Rogues require an advantage for substantial sneak attack damage, this feat provides a means to gain advantage when necessary, once per long rest.
The best and most beneficial feat for sorcerers is Magic Initiate (Warlock). It adds versatility to their spell repertoire with the Eldritch Blast cantrip and hex spell, augmenting their offensive capabilities.
- Magic Initiate (Warlock): Since Sorcerers may lack offensive options, this feat grants the hex spell, debuffing enemies, and Eldritch Blast cantrip, increasing your damage output.
- Elemental Adept: If you focus on a specific elemental damage type, this feat helps you ignore your target’s resistances and amplifies your damage.
- Your spells ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
- Spell Sniper: This feat enhances critical chances and provides the potent Eldritch Blast cantrip, this feat can be a powerful asset to your arsenal. You don’t want to use both initiate warlock and spell sniper together, one or the other.
- You learn a cantrip, and the number you need to roll a Critical Hit while attacking with a spell is reduced by 1. This effect can stack.
Spell Sniper is the standout feat for warlocks and the best choice here. It increases their spellcasting range and potency, making their Eldritch Blast even more formidable
- Spell Sniper: With increased critical chances and access to the formidable Eldritch Blast cantrip, this feat complements a Warlock’s spellcasting.
- Lucky: Offering advantages for big damage, this feat helps you secure an advantage when needed. Additionally, allows you to get two dice rolls and the resources you can regenerate with a long rest.
- Mage Slayer: With your abilities suited to close combat, this feat helps you counter enemy mages effectively.
The strongest feat for the Wizard class is Elemental Adept and the optimal choice. By bypassing resistances to a chosen damage type, wizards can amplify their spell damage across various encounters.
- Elemental Adept: Focusing on one elemental damage type, this feat bypasses resistances and boosts your damage output.
- Spell Sniper: Reduces critical chance dice roll by one which, amplifies critical chances and grants access to the powerful Eldritch Blast cantrip, this feat can greatly augment your spellcasting.
- Lucky: Providing advantages when you need them, this feat supports your tactical spellcasting and resource management once per long rest.
Remember, the best feat for each class depends on your preferred playstyle and the specific character build you’re aiming to create. The best feat can vary depending on individual playstyle and character build preferences, so these recommendations are based on the provided information and general optimization. Choose wisely to maximize your character’s potential in Baldur’s Gate 3.
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