BG3 Feats List and Basics Guide

A list of all Feats in Baldurs Gate 3, a short description each, and basic guide of BG3's Feat system.

Here, you'll find all Feats in Baldurs Gate 3. A list, short description, guide links for each, and a little info on the feats system in BG3.

Basics of feats in BG3: You get one at Level 4/8/12 (etc). There are some exceptions (Example, Fighter gets one at 6). Unless specified, Feats can only be taken once (Ability Score Improvement can be taken many times, as an example).

Each time you take a Feat, try to ask yourself "Is this better than Ability Score Improvement?". That should be your first step in evaluating the worth of a feat to your build.

All Baldurs Gate 3 Feats

Ability Improvement: Freely distribute 2 stat points (In BG3, they're called Abilities / Ability Points)

Actor: Increase your CHA by 1. Double Proficiency for Deception and Performance.

Alert: Gain +5 Initiative, and you can't be Surprised.

Athlete: STR or DEX +1. Less movement when standing from prone, and Jump 50% further.

Charger: You gain Charger: Weapon Attack, and Charger: Shove.

Crossbow Expert: Crossbow attacks up close have no Disadvantage, Bleeds from Piercing Shot is 2x longer.

Defensive Duelist: Requires Finesse Weapon. When attacked you can use a reaction to add your Proficiency Bonus to your AC.

Dual Wielder: You can use non-Light weapons (but not Heavy) for Two-Weapon Fighting. Gets +1 to AC while you have two melee weapons.

Dungeon Delver: Gain Advantage on Perception Checks on hidden objects and Saving Throws vs. Traps and also resist any damage from them.

Durable: CON +1, fully heal your HP on Short Rest instead of half.

Elemental Adept: Choose an element, your spells of that element ignore resistances and cannot roll a 1.

Great Weapon Master: Killing or a Critical Hits allows you to make another attack with a bonus action. Heavy weaponry now has a toggle-able +10 to damage with a -5 "accuracy".

Heavily Armored: STR +1, and gain Heavy Armour Proficiency.

Heavy Armor Master: STR +1, and while wearing Heavy Armour, non-magic damage is reduced by 3.

Lucky: Gain 3 Luck Points. Uses are: Advantage on Attack Rolls, Ability Checks, Saving Throws, or make enemy reroll their attack.

Mage Slayer: You have advantage against spells cast on you in melee range. You can use a reaction to attack the caster immediately. They have disadvantage on Concentration checks against your attacks..

Magic Initiate: Bard: Gain 2 Bard Cantrips and an L1 Spell (L1 can only be used once per long rest). These three spells use CHA for spellcasting ability.

Magic Initiate: Cleric: Gain 2 Cleric Cantrips and an L1 Spell (L1 can only be used once per long rest). These three spells use WIS for spellcasting ability.

Magic Initiate: Druid: Gain 2 Druid Cantrips and an L1 Spell (L1 can only be used once per long rest). These three spells use WIS for spellcasting ability.

Magic Initiate: Sorcerer: Gain 2 Sorcerer Cantrips and an L1 Spell (L1 can only be used once per long rest). These three spells use CHA for spellcasting ability.

Magic Initiate: Warlock: Gain 2 Warlock Cantrips and an L1 Spell (L1 can only be used once per long rest). These three spells use CHA for spellcasting ability.

Magic Initiate: Wizard: Gain 2 Wizard Cantrips and an L1 Spell (L1 can only be used once per long rest). These three spells use INT for spellcasting ability.

Martial Adept: Learn two maneouvres from the Battle Master Subclass (from Fighter) and a Superiority Dice to fuel it (Restores on Short or Long Rest).

Medium Armour Master: Medium Armor can now gain +3 AC from Dexterity bonus. Doesn't impede Stealth either.

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 Oppotunity Attacks from your target.

Moderately Armoured: STR or DEX +1. Gain proficiency with Medium Armour and Shields.

Performer: CHA +1 and gain Proficiency with a Musical Instrument.

Polearm Master: You may use a bonus action when attacking with a spearlike weapon or quarterstaff to attack with the butt. You trigger Opportunity Attacks when enemies enter your range.

Resilient: Increase any stat by 1. Gain Profifiency on Saving Throws with that stat.

Ritual Caster: You learn two ritual spells of your choice.

Savage Attacker: Use two dice and use the highest result when calculating weapon attacks damage..

Sentinel: When a non-Sentinel ally is attacked by an enemy in your melee range, use a reaction to attack that enemy. Always have Advantage on Opportunity Attacks and successfully hitting one causes the target to no longer be able to move this turn.

Sharpshooter: Ranged Attacks have no penalty for Low Ground. Gain a toggle-able +10 Damage -5 "accuracy" attack mode with them.

Shield Master: While wearing a Shields gain +2 to DEX Saving Throws. If a spell haves you make a DEX Saving Throw, you can use a reaction. Succeeding - you take 0 damage. Failing is half damage.

Skilled: You gain Proficiency in 3 Skills if your choice.

Spell Sniper: Learn a Cantrip, and increase your critical dice roll range by 1 (Example from 20, to 19-20). This effect can stack.

Tavern Brawler: Add your Strength Modifier TWICE to any thrown attack, or improvised weapon.

Tough: You gain 2 maximum HP for each level you've gained.

War Caster: Gain Advantage on Saving Throws for Concentration. You can use a reaction to cast Shocking Grasp at a target moving out of melee range.

Weapon Master: STR or DEX+1, and gain Proficiency with four weapons.

Summary and Closing

Feats in BG3 are an important part of maximizing your characters builds and goals. But they aren't mandatory, Ability Score Improvement can be taken all the way - it's a legit choice as well. But, at the very least, knowledge of every feat should guide your decisions.



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