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All Baldur's Gate 3 Feats At Launch
Baldur's Gate 3

All Baldur's Gate 3 Feats At Launch

All Baldur's Gate 3 feats available at launch, including Ability Score Improvement, Lucky, Sharpshooter, and more.

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All Baldur's Gate 3 feats available at launch, including Ability Score Improvement, Lucky, Sharpshooter, and more.

Walkthrough
  1. 1
    Ability Score Improvement: Increase one Ability by 2, or two Ability Scores by 1, to a maximum of 20.
  2. 2
    Actor: Increase your Charisma by 1 (max 20). Double your Proficiency Bonus for Deception and Performance checks.
  3. 3
    Alert: Gain a +5 bonus to initiative and cannot be surprised.
  4. 4
    Athlete: Increase maximum Strength or Dexterity by 1. Standing up after being prone consumes less movement.
  5. 5
    Charger: Gain Charger: Weapon Attack and Charger: Shove.
  6. 6
    Crossbow Expert: No disadvantage on crossbow attacks within melee range. Your Piercing Shot inflicts Gaping Wounds for twice as long.
  7. 7
    Defensive Duelist: When attacked while wielding a Finesse Weapon and proficient with it, use a reaction to add your Proficiency Bonus to your AC, potentially causing the attack to miss.
  8. 8
    Dual Wielder: Gain 1 AC while wielding a melee weapon in each hand. Cannot dual wield heavy weapons.
  9. 9
    Dungeon Delver: Advantage on Perception Checks to detect hidden objects and on saving throws to avoid or resist traps. Gain Resistance to damage dealt by traps.
  10. 10
    Durable: Increase Constitution by 1 (max 20). Regain full hit points after taking a short rest.
  11. 11
    Elemental Adept: Your spells ignore Resistance to a damage type of your choice. Cannot roll a 1 when casting spells of that type.
  12. 12
    Great Weapon Master: Killing a creature with a crit allows a bonus action melee attack. Attack rolls with a proficient weapon have a -5 penalty but gain +10 damage.
  13. 13
    Heavily Armored: Gain heavy armor proficiency and increase Strength by 1 (max 20).
  14. 14
    Heavy Armor Master: Increase Strength by 1 (max 20). Incoming damage from non-magical attacks decreases by 3 while wearing heavy armor.
  15. 15
    Lightly Armored: Gain light armor proficiency and increase Dexterity or Strength by 1 (max 20).
  16. 16
    Lucky: Gain 3 Lucky Points to use for advantage on attack rolls, ability checks, or saving throws, or to make an enemy reroll their attack rolls.
  17. 17
    Mage Slayer: When a creature casts a spell within range, you have advantage on saving throws against it and can use a reaction to make an attack against the caster. Enemies you hit have Disadvantage on Concentration Saving Throws.
  18. 18
    Magic Initiate Bard: Learn 2 cantrips and a 1st-level spell from the Bard spell pool. Spellcasting ability is Charisma.
  19. 19
    Magic Initiate Cleric: Gain one spell slot, learn two cantrips, and a level 1 spell from the Cleric spell pool. Spellcasting ability is Wisdom.
  20. 20
    Magic Initiate Druid: Learn 2 cantrips and a 1st-level spell from the Druid spell pool. Spellcasting ability is Wisdom.
  21. 21
    Magic Initiate Sorcerer: Learn 2 cantrips and a 1st-level spell from the Druid spell pool. .
  22. 22
    Magic Initiate Warlock: Gain one spell slot, learn two cantrips, and a level 1 spell from the Warlock spell pool. .
  23. 23
    Magic Initiate Wizard: Gain one spell slot, learn two cantrips, and a level 1 spell from the Wizard spell pool. Spellcasting ability is Intelligence.
  24. 24
    Martial Adept: Learn two maneuvers from the Battle Master subclass. Receive a superiority dice to fuel it. Regain dice after a short or long rest.
  25. 25
    Medium Armor Master: When wearing Medium Armor, it doesn’t impose Disadvantage on Stealth Checks. The bonus to AC from Dexterity becomes +3, rather than +2.
  26. 26
    Mobile: Increase character speed. Not slowed by difficult terrain. Do not trigger an opportunity attack from enemies after attacking.
  27. 27
    Moderately Armored: Gain proficiency with medium armor and shields, and increase Strength or Dexterity by 1 (max 20).
  28. 28
    Performer: Gain musical instrument proficiency, and your Charisma increases by 1 (max 20).
  29. 29
    Polearm Master: When attacking with a Glaive, Halberd, Quarterstaff, or spear, use a bonus action to attack with the butt of your weapon. Can also make an opportunity Attack when a target comes within range.
  30. 30
    Resilient: Increase an ability by 1 (max 20), and gain Proficiency in that Ability’s saving throw.
  31. 31
    Ritual Caster: Can learn two ritual spells of your choice.
  32. 32
    Savage Attacker: When making weapon attacks, roll damage dice twice and use the highest result.
  33. 33
    Sentinel: When an enemy within melee range attacks an ally (who must not have the Sentinel Feat), use a reaction to make a weapon attack against that enemy. Gain advantage on Opportunity Attacks. When hitting with an Opportunity Attack, the creature can no longer move for the rest of its turn.
  34. 34
    Sharpshooter: Ranged weapon attacks do not receive penalties from High Ground Rules. Ranged weapon attacks with proficient weapons have a -5 penalty to attack roll but deal an additional 10 damage.
  35. 35
    Shield Master: Gain +2 to Dexterity saving throws when you have a shield. Your reaction ability can be used to shield yourself from spells. A failed saving throw makes you take half damage.
Tips
  • Consider your character's class and playstyle when choosing a feat.
  • Feats like Ability Score Improvement are versatile and can benefit any build.
  • Magic Initiate feats are excellent for dipping into other spellcasting classes without full multiclassing.
  • Martial Adept and Sentinel are strong choices for melee-focused characters.

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