All Baldur's Gate 3 feats available at launch, including Ability Score Improvement, Lucky, Sharpshooter, and more.
Walkthrough
- 1Ability Score Improvement: Increase one Ability by 2, or two Ability Scores by 1, to a maximum of 20.
- 2Actor: Increase your Charisma by 1 (max 20). Double your Proficiency Bonus for Deception and Performance checks.
- 3Alert: Gain a +5 bonus to initiative and cannot be surprised.
- 4Athlete: Increase maximum Strength or Dexterity by 1. Standing up after being prone consumes less movement.
- 5Charger: Gain Charger: Weapon Attack and Charger: Shove.
- 6Crossbow Expert: No disadvantage on crossbow attacks within melee range. Your Piercing Shot inflicts Gaping Wounds for twice as long.
- 7Defensive 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.
- 8Dual Wielder: Gain 1 AC while wielding a melee weapon in each hand. Cannot dual wield heavy weapons.
- 9Dungeon 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.
- 10Durable: Increase Constitution by 1 (max 20). Regain full hit points after taking a short rest.
- 11Elemental Adept: Your spells ignore Resistance to a damage type of your choice. Cannot roll a 1 when casting spells of that type.
- 12Great 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.
- 13Heavily Armored: Gain heavy armor proficiency and increase Strength by 1 (max 20).
- 14Heavy Armor Master: Increase Strength by 1 (max 20). Incoming damage from non-magical attacks decreases by 3 while wearing heavy armor.
- 15Lightly Armored: Gain light armor proficiency and increase Dexterity or Strength by 1 (max 20).
- 16Lucky: 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.
- 17Mage 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.
- 18Magic Initiate Bard: Learn 2 cantrips and a 1st-level spell from the Bard spell pool. Spellcasting ability is Charisma.
- 19Magic Initiate Cleric: Gain one spell slot, learn two cantrips, and a level 1 spell from the Cleric spell pool. Spellcasting ability is Wisdom.
- 20Magic Initiate Druid: Learn 2 cantrips and a 1st-level spell from the Druid spell pool. Spellcasting ability is Wisdom.
- 21Magic Initiate Sorcerer: Learn 2 cantrips and a 1st-level spell from the Druid spell pool. .
- 22Magic Initiate Warlock: Gain one spell slot, learn two cantrips, and a level 1 spell from the Warlock spell pool. .
- 23Magic Initiate Wizard: Gain one spell slot, learn two cantrips, and a level 1 spell from the Wizard spell pool. Spellcasting ability is Intelligence.
- 24Martial Adept: Learn two maneuvers from the Battle Master subclass. Receive a superiority dice to fuel it. Regain dice after a short or long rest.
- 25Medium 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.
- 26Mobile: Increase character speed. Not slowed by difficult terrain. Do not trigger an opportunity attack from enemies after attacking.
- 27Moderately Armored: Gain proficiency with medium armor and shields, and increase Strength or Dexterity by 1 (max 20).
- 28Performer: Gain musical instrument proficiency, and your Charisma increases by 1 (max 20).
- 29Polearm 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.
- 30Resilient: Increase an ability by 1 (max 20), and gain Proficiency in that Ability’s saving throw.
- 31Ritual Caster: Can learn two ritual spells of your choice.
- 32Savage Attacker: When making weapon attacks, roll damage dice twice and use the highest result.
- 33Sentinel: 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.
- 34Sharpshooter: 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.
- 35Shield 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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