All Feats in Baldur’s Gate 3: Mobile, Great Weapon Master, Magic Initiate, more
Larian StudiosOne important aspect of Baldur’s Gate 3 are its Feats, which are essentially special talents that can apply buffs to your character. Here’s a full list of all the available Feats in the game and a description of the benefits each provides.
There are a lot of ways to customize your character in Baldur’s Gate 3, from your classes and subclasses to race and appearance. Feats are another way you can tailor your character as they provide unique buffs when applied.
The Feats you can select vary based on the class of your character and it can be quite overwhelming to keep track of what they all do, so we’ve got you covered.
Here’s a rundown of every Feat in Baldur’s Gate 3 and the effects they have in the game.
List of all Feats in Baldur’s Gate 3
There are a huge number of Feats in Baldur’s Gate 3 and here is the full list now that the complete version of Baldur’s Gate 3 is finally here.
Feat | Buffs |
---|---|
Ability Improvements | You can spend 2 ability points on either Strength, Dexterity, Constitution, Wisdom, Charisma, and Intelligence, or increase two of them by 1. |
Actor | Charisma increases by 1, Proficiency multiplied by 2 for Deception & Performance Checks. |
Alert | Initiative receives a +5 bonus and players can’t be surprised. |
Athlete | Strength and Dexterity increase by 1 up to a maximum of 20. Standing after being prone requires fewer movement points. Lump increases by 50%. |
Charger | Player gains Charger: Weapon Attack & Charger: Shove. |
Crossbow Expert | Attack Rolls are not Disadvantaged at close range. Piercing Shot inflicts Gaping Wounds for 2x longer. |
Defensive Duelist | When attacked by a melee ability, your reaction will increase your Armor Class. |
Dual Wielder | Gain a point in Armor Class when you wield a melee weapon on both hands. You will also be able to use two heavy weapons at the same time. |
Dungeon Delver | Gain Advantage on Perception Checks to detect hidden objects and Saving Throws to avoid or resist traps. Resistance to damage dealt by traps. |
Durable | Constitution increases by 1. You regain full HP each time you take Short Rest. |
Elemental Adept | A player gains Charger: Weapon Attack & Charger: Shove. |
Great Weapon Master | Upon scoring a critical hit with a melee attack or getting a kill will grant you a bonus. |
Heavily Armoured | Strength increased by one up to a maximum of 20. |
Heavy Armour Master | Gain Resistance to a damage type of your choice. You can’t roll a 1 when casting spells of that type either. Select from: Acid, Cold, Fire, Lightning, and Thunder. |
Lightly Armoured | Strength or Dexterity increased by one up to a maximum of 20. |
Lucky | Strength increases by 1. Damage from non-magical attacks decreases by 3 while wearing heavy armor. |
Mage Slayer | Gain 3 Luck Points to gain an Advantage on Attack Rolls, Ability Checks, or Saving Throws. Can make an enemy reroll their Attack Rolls. |
Magic Initiate: Bard | Gain a level 1 spell and 2 Cantrips from Bards. Your spell casting will depend on your Charisma. |
Magic Initiate: Cleric | Gain a spell slot, a level one spell, and two Cantrips from the Cleric list. |
Magic Initiate: Druid | Gain a level 1 spell and 2 Cantrips from Druids. Your spell casting will depend on your Wisdom. |
Magic Initiate: Sorcerer | Gain a level 1 spell and 2 Cantrips from Sorcerer. Your spell casting will depend on your Charisma. |
Magic Initiate: Warlock | Gain a spell slot, a level one spell, and two Cantrips from the Warlock list. |
Magic Initiate: Wizard | Gain a spell slot, a level one spell, and two Cantrips from the Wizard list. |
Martial Adept | You gain Advantage on any Saving Throw after a creature casts a spell within melee range of you. Players can use a reaction to attack against the caster. Disadvantage applied to enemies you hit on Concentration Saving Throws. |
Medium Armor Master | Strength or Dexterity increased by 1 up to a maximum of 20 and gained proficiency with Medium Armor and Shields. |
Mobile | Movement speed increases and Dash is not affected by terrain. If you move after performing a melee, the enemy won’t deliver Opportunity Attacks. |
Moderately Armoured | Obtain one superiority die and learn two maneuvers from Battle Master. Regain an extended superiority dice after a long rest. |
Observant | Wearing Medium Armour doesn’t trigger a Disadvantage on Stealth Checks. Bonus from Dexterity Modifier to Armour Class increases to +3 from +2. |
Performer | Increases Charisma by 1 up to a maximum of 20. |
Polearm Master | You can use a Bonus Action when attacking with the butt of your Glaive, Halberd, Quarterstaff, or Spear. You can also make an Opportunity Attack when a target comes gets close to you. |
Resilient | Increase an Ability by 1. Gain Proficiency in that Ability’s Saving Throws. Select from: Charisma, Constitution, Dexterity, Intelligence, Strength, and Wisdom. |
Ritual Caster | You can learn two ritual spells of your choosing. |
Savage Attacker | You can roll damage dice twice and use the top result when using weapon attacks. |
Sentinel | Intelligence or Wisdom increases by 1. +5 bonus to passive Wisdom and passive Intelligence. |
Sharpshooter | Ranged weapon attacks don’t receive penalties from High Ground Rules. Attacks with ranged weapons you are Proficient with have a -5 penalty to their Attack Roll. They deal an additional 10 damage though. |
Shield Master | Gain 2 bonus Dexterity saving throws when using shields. Use this reaction to protect yourself from spells. |
Skilled | Gain proficiency in any combination of three skills. |
Spell Sniper | You learn a cantrip. The number to roll a Critical Hit while attacking is reduced by 1. The 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 | HP increased by +2 for every level. |
War Caster | If enemy attacks within melee range, you can use a reaction to make a weapon attack against them. Target ally can’t have the Sentinel Feat. Gain Advantage on Opportunity Attacks. When you hit a creature with an Opportunity Attack, it can no longer move for the duration of its remaining turn. |
Weapon Master | Strength or Dexterity increased by 1 up to a maximum of 20. |
This is everything you need to know with regard to Feats in Baldur’s Gate 3. Additionally, do not forget to check some of our other guides for BG3 here at Dexerto.
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