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.

Share icon

What Are Feats?

The feats are unique buffs and talents and can unlock special expertise for your character. Because Feats add passive talents, you’re able to 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:

Facebook icon

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.Fightersreceive 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 are42 Feats. Here is the list of all currently known Feats in Baldur’s Gate 3:

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.

Effect: Increase your Charisma score by 1 to a maximum of 20.

Reddit icon

You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.

Requirements: NA

Effect: you may’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.

Effect: Increases Strength or Dexterity by 1, to a maximum of 20. When you are prone, standing uses less movement.

Email icon

Effect: When you use your action to Dash, you’re able to 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).

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.

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.

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.

Advice: Not a bad choice for Rogues andRangers.

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.

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).

Baldur’s Gate 3 Monk Class at Launch

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 may 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.

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.

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.

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.

Effect: You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you may 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.

Mage Slayer

Effect: When a creature within 5 feet of you casts a spell, you’re able to 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.

Medium Armour Master

Effect: Wearing medium armor doesn’t impose a disadvantage on your Dexterity (Stealth) checks. When you wear medium armor, you may add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

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.

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 theClericspell list. Your spellcasting modifier for these Spells is Wisdom.

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.

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.

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.

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 theWizardspell list. Your spellcasting modifier for these Spells is Intelligence.

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.

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.

Advice: Not a bad choice for Rogues andRangers

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

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.

Effect: Gain Musical Instrument Proficiency and increase your Charisma by 1, to a maximum of 20

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.

Effect: Increase the chosen ability score by 1 to a maximum of 20. You gain proficiency in saving throws using the chosen ability.

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, orwizard. 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 forclericordruid; or Intelligence for awizard.

Requirements: Intelligence or Wisdom of 13 or higher

Also Check:-BG3 Map

Savage Attacker

Effect: Once per turn, when you roll damage for a melee weapon attack, you’re able to reroll the weapon’s damage dice and use either total.

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.

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.

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 may use your reaction to shield yourself. On a successful save, you take no damage.

Advice: Good choice if you want to create a tank character for all classes, recommended forfightersorclerics.

Effect: You gain proficiency in any combination of threeskillsof your choice.

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, orwizardspell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom forclericordruid; or Intelligence for awizard.

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.

Effect: Hit points maximum increased by 2 for each level.

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.

Weapon Master

Effect: Increase your Strength or Dexterity by 1, to a maximum of 20, and gain proficiency with four weapons of your choice.

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 playmusical instrumentsand 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.

Looking for more Baldur’s Gate 3?

Thank you for reading the “All Baldur’s Gate 3 Feats” Guide! We provide the latest news and create guides for the BG 3. Additionally, check out our website, watch me play games onTwitch, or visit myYouTubechannel!