In Baldur’s Gate 3, character and build customization options seem almost unlimited but also extremely complex, including the Feats. Here are all 42 feats in BG3.
The character building and customization in Baldur’s Gate 3 are complex, and for new players, all factors, statistics, and features that influence our protagonist can be confusing. In this short guide, let’s look at what feats are and the list of Feats in BG3.
What Are Feats?
The feats are unique buffs and talents and can unlock special expertise for your character. Because Feats add passive talents, you can take each of them only once unless the game’s tooltip says otherwise. You receive feats at certain levels. Additionally, feats include ability score improvements, which allow you to spend two points on abilities of your choice.
All abilities in Baldur’s Gate 3 where you can spend ability score improvements feat:
- Strength
- Dexterity
- Constitution
- Intelligence
- Wisdom
- Charisma
However, you must meet requirements and reach certain levels to access feats. All characters at levels 4, 8, and 12 must choose either a Feat or spend two points on Ability Score Improvement. Fighters receive more of them at levels 4, 6, 8, and 12. And Rogue class at levels 4, 8, 10, and 12.
List of Feats in Baldur’s Gate 3?
There are 42 Feats. Here is the list of all currently known Feats in Baldur’s Gate 3:
- Ability Improvements
- Actor
- Alert
- Athlete
- Charger
- Crossbow Expert
- Defensive Duelist
- Dual Wielder
- Dungeon Delver
- Durable
- Elemental Adept
- Great Weapon Master
- Heavy Armour Master
- Heavy Armoured
- Lightly Armoured
- Lucky
- Mage Slayer
- Medium Armour Master
- Magic Initiate: Bard
- Magic Initiate: Cleric
- Magic Initiate: Druid
- Magic Initiate: Sorcerer
- Magic Initiate: Warlock
- Magic Initiate: Wizard
- Martial Adept
- Mobile
- Moderately Armored
- Observant
- Performer
- Polearm Master
- Resilient
- Ritual Caster
- Savage Attacker
- Sentinel
- Sharpshooter
- Shield Master
- Skilled
- Spell Sniper
- Tavern Brawler
- Tough
- War Caster
- Weapon Master
Ability Improvements
Effect: +2 Ability points to spend as the player sees fit between Strength, Dexterity, Constitution, Intelligence, Charisma, and Wisdom.
Requirements: Lvl 4, available for all classes.
Advice: Adding points to even numbers: 16, 18, 20 – will grant you +1 modifier (every 2 points). So try always to get full values when raising your ability score.
Actor
Effect: Increase your Charisma score by 1 to a maximum of 20.
You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
Requirements: NA
Alert
Effect: You can’t be surprised while you are conscious. You gain a +5 bonus to initiative. Other creatures don’t gain an advantage on attack rolls against you as a result of being unseen by you.
Requirements: NA
Athlete
Effect: Increases Strength or Dexterity by 1, to a maximum of 20. When you are prone, standing uses less movement.
Requirements: Lvl 4, available for all classes.
Charger
Effect: When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Requirements: NA
Crossbow Expert
Effect: You ignore the loading quality of crossbows you are proficient in. Being within 5 feet of a hostile creature doesn’t impose a disadvantage on your ranged attack rolls. When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Requirements: NA
Defensive Duelist
Effect: When you are attacked with a melee attack, you use your reaction to increase your Armour Class, potentially causing the attack to miss.
Requirements: Lvl 4, available for all classes.
Advice: Recommended for some Melee build Fighters class.
Dual Wielder
Effect: Gain a +1 bonus to Armour Class while wielding a melee weapon in each hand. You can use two-weapon fighting even if your weapons aren’t light.
Requirements: Lvl 4, available for all classes.
Advice: Not a bad choice for Rogues and Rangers.
Dungeon Delver
Effect: You have an advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors. You have an advantage on saving throws made to avoid or resist traps. You have resistance to the damage dealt by traps. Traveling at a fast pace doesn’t impose the normal -5 penalty on your passive Wisdom (Perception) score.
Requirements: NA
Durable
Effect: Increase your Constitution score by 1 to a maximum of 20. When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
Requirements: NA
Elemental Adept
Effect: When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell, you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Requirements: NA
Great Weapon Master
Effect: When a melee attack scores a critical hit or kills a creature, you can make another melee attack as a bonus action. When attacking with Heavy Weapons, you are proficient with, and attack rolls take a -5 penalty, but their damage increases by 10.
Requirements: Lvl 4, available for all classes.
Heavy Armour Master
Effect: Increase your Strength score 1 to a maximum of 20. While you wear heavy armor, bludgeoning, piercing, and slashing damage you take from nonmagical attacks is reduced by 3.
Requirements: NA
Heavy Armoured
Effect: Gain proficiency with Heavy Armor and increase your Strength score by 1, to a maximum of 20.
Requirements: Medium Armor Proficiency
Lightly Armoured
Effect: Gain proficiency with Light Armor and increase your Strength or Dexterity by 1, to a maximum of 20.
Requirements: Lvl 4, available for all classes.
Lucky
Effect: You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. Choose to spend one of your luck points after you roll the die but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker’s roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Requirements: NA
Mage Slayer
Effect: 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 you damage a creature that is concentrating on a spell, that creature has a disadvantage on the saving throw it makes to maintain its concentration.
You have an advantage on saving throws against spells cast by creatures within 5 feet of you.
Requirements: NA
Medium Armour Master
Effect: Wearing medium armor doesn’t impose a disadvantage on your Dexterity (Stealth) checks. When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Requirements: NA
Magic Initiate: Bard
Effect: 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.
Requirements: Lvl 4, available for all classes.
Magic Initiate: Cleric
Effect: Gain a spell slot of Level 1 that is restored on a long rest. Learn two cantrips and one 1st-level spell from the Cleric spell list. Your spellcasting modifier for these Spells is Wisdom.
Requirements: Lvl 4, available for all classes.
Magic Initiate: Druid
Effect: Learn 2 Cantrips and a 1st-level Spell from the Druid spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three Spells is Wisdom.
Requirements: Lvl 4, available for all classes.
Magic Initiate: Sorcerer
Effect: Learn 2 Cantrips and a 1st-level Spell from the Sorcerer spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three Spells is Charisma.
Requirements: Lvl 4, available for all classes.
Magic Initiate: Warlock
Effect: Gain a spell slot of Level 1 that is restored on a long rest. Learn two cantrips and one 1st-level spell from the Warlock spell list. Your spellcasting modifier for these Spells is Charisma.
Requirements: Lvl 4, available for all classes.
Magic Initiate: Wizard
Effect: Gain a spell slot of Level 1 that is restored on a long rest. Learn two cantrips and one 1st-level spell from the Wizard spell list. Your spellcasting modifier for these Spells is Intelligence.
Requirements: Lvl 4, available for all classes.
Martial Adept
Effect: Learn two maneuvers from the Battle Master archetype and receive 1 (additional) superiority die to fuel them. You regain expended superiority dice after a short or long rest.
Requirements: Lvl 4, available for all classes.
Mobile
Effect: Your speed increases. Difficult terrain doesn’t slow you down when you use the Dash action. Moreover, if you move after making a melee attack, you don’t provoke an opportunity attack from your target.
Requirements: Lvl 4, available for all classes.
Advice: Not a bad choice for Rogues and Rangers
Moderately Armored
Effect: You have proficiency with Medium Armor and Shields, and your Strength or Dexterity score increases by 1 to a maximum of 20.
Requirements: Light Armor Proficiency
Observant
Effect: Increase your Intelligence or Wisdom score 1 to a maximum of 20. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Requirements: NA
Performer
Effect: Gain Musical Instrument Proficiency and increase your Charisma by 1, to a maximum of 20
Requirements: NA
Polearm Master
Effect: When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Requirements: NA
Resilient
Effect: Increase the chosen ability score by 1 to a maximum of 20. You gain proficiency in saving throws using the chosen ability.
Requirements: NA
Ritual Caster
Effect: When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag.
The class you choose also must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for a wizard.
Requirements: Intelligence or Wisdom of 13 or higher
Savage Attacker
Effect: Once per turn, when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
Requirements: NA
Sentinel
Effect: When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Requirements: NA
Sharpshooter
Effect: Attacking at long range doesn’t impose a disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack’s damage.
Requirements: NA
Shield Master
Effect: 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. On a successful save, you take no damage.
Requirements: Lvl 4, available for all classes.
Advice: Good choice if you want to create a tank character for all classes, recommended for fighters or clerics.
Skilled
Effect: You gain proficiency in any combination of three skills of your choice.
Requirements: Lvl 4, available for all classes.
Spell Sniper
Effect: When you cast a spell that requires you to make an attack roll, the spell’s range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover.
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for a wizard.
Requirements: NA
Tavern Brawler
Effect: Increase your Strength or Constitution score by 1, to a maximum of 20. You are proficient with improvised weapons. Your unarmed strike uses a d4 for damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Requirements: NA
Tough
Effect: Hit points maximum increased by 2 for each level.
Requirements: Lvl 4, available for all classes.
War Caster
Effect: You have an advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Requirements: NA
Weapon Master
Effect: Increase your Strength or Dexterity by 1, to a maximum of 20, and gain proficiency with four weapons of your choice.
Requirements: Lvl 4, available for all classes.
What Feats should you choose?
You should select the feats that improve your class and character build. Some of them will complement your set of abilities and allow you to pick up missing proficiencies with weapons. Increasing your ability score with Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma is always a good idea. If you add points to your primary ability, which is a specified statistic for each class, your character will cast more powerful spells or attacks.
Some Feats also can provide bonuses to the roleplaying aspects of the game. For example, Musical Instruments Proficiency (Performer Feat) will allow you to play musical instruments and distract crowds with your enchanting music while your team steals their valuables. There are many ways to customize your protagonist with feeds in combat and storytelling.
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