In Baldur’s Gate 3, Feats are bonus traits for your character that are unlocked as you progress and level up your Class. Feats can provide all sorts of helpful bonuses to your build, such as stat improvements, access to otherwise restricted Spells, Advantage with certain Skills, and valuable combat options. There’s an extensive list of Feats available in the game, so we’ve gone ahead and compiled a list to help you familiarize yourself with them and make the best decision for your character build. Without further ado, here are all feats in Baldur’s Gate 3, listed for your convenience.
Baldur’s Gate 3 – All Feats & How to Get Them
Feat Name | Description | Requirements |
Ability Improvements | You increase one Ability by 2, or two Abilities by 1, to a maximum of 20. | Level 4 (All Classes) |
Actor | Your Charisma increases by 1, to a maximum of 20. Your Proficiency Bonus is also doubled for Deception and Performance Checks. Grants Deception Proficiency and Performance Proficiency. Maximum of 20. | Level 4 (All Classes) |
Alert | You gain a +5 bonus to Initiative and can’t be Surprised. | Level 4 (All Classes) |
Athlete | Your Strength or Dexterity increases by 1, to a maximum of 20. When you are Prone, standing up uses significantly less movement. Your jump distance also increases by 50%. | Level 4 (All Classes) |
Charger | You gain Charger: Weapon Attack and Charger: Shove. | Level 4 (All Classes) |
Crossbow Expert | When you make crossbow attacks within melee range, the Attack Rolls do not have Disadvantage. Your Piercing Shot also inflicts Gaping Wounds for twice as long. | Level 4 (All Classes) |
Defensive Duelist | When attacked while wielding a Finesse Weapon you’re Proficient with, you can use a reaction to add your Proficiency Bonus to your Armor Class, possibly causing the attack to miss. | Level 4 (All Classes) |
Dual Wielder | You can use Two-Weapon Fighting even if your weapons aren’t Light, and you gain a +1 bonus to Armor Class while wielding a melee weapon in each hand. You cannot dual-wield Heavy Weapons. | Level 4 (All Classes) |
Dungeon Delver | You gain Advantage on Perception Checks made to detect hidden objects and on Saving Throws made to avoid or resist traps. You gain Resistance to the damage dealt by traps. | Level 4 (All Classes) |
Durable | Your Constitution increases by 1, to a maximum of 20. You regain full hit points each time you take a Short Rest. Constitution +1 | Level 4 (All Classes) |
Elemental Adept | Your spells ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1. Damage Types: Acid, Cold, Fire, Lightning or Thunder. | Level 4 (All Classes) |
Great Weapon Master | When you land a Critical Hit or kill a target with a melee weapon attack, you can make another melee weapon attack as a bonus action that turn. Attacks with Heavy melee weapons you are Proficient with, can deal an additional 10 damage at the cost of a -5 Attack Roll penalty. (You can toggle this on and off.) | Level 4 (All Classes) |
Heavily Armored | You gain Armor Proficiency with Heavy Armor and your Strength increases by 1, to a maximum of 20. | Level 4 (All Classes) Medium Armor Proficiency |
Heavy Armor Master | Your Strength increases by 1, to a maximum of 20. Incoming damage from non-magical attacks also decreases by 3 while you’re wearing heavy armor. | Level 4 (All Classes) |
Lightly Armored | You gain Armor Proficiency with Light Armor and your Strength or Dexterity increases by 1, to a maximum of 20. | Level 4 (All Classes) |
Lucky | You gain 3 Luck Points, which you can use to gain Advantage on Attack Rolls, Ability Checks, or Saving Throws, or to make an enemy reroll their Attack Rolls. | Level 4 (All Classes) |
Mage Slayer | When a creature casts a spell Within melee range of you, you have Advantage on any Saving Throw against it, and you can use a reaction to immediately make an attack against the caster. Enemies you hit have Disadvantage on Concentration Saving Throws. | Level 4 (All Classes) |
Magic Initiate: Bard | You 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 Ability for all 3 spells is Charisma. | Level 4 (All Classes) |
Magic Initiate: Cleric | You learn 2 Cantrips and a Level 1 spell from the Cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom. | Level 4 (All Classes) |
Magic Initiate: Druid | You learn 2 Cantrips and a Level 1 spell from the Druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom. | Level 4 (All Classes) |
Magic Initiate: Sorcerer | You learn 2 Cantrips and a Level 1 spell from the Sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma. | Level 4 (All Classes) |
Magic Initiate: Warlock | You learn 2 Cantrips and a Level 1 spell from the Warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma. | Level 4 (All Classes) |
Magic Initiate: Wizard | You learn 2 Cantrips and a Level 1 spell from the Wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence. | Level 4 (All Classes) |
Matial Adept | You learn two maneuvers from the Battle Master subclass and gain a Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest. | Level 4 (All Classes) |
Medium Armor Master | When you wear Medium Armor, it doesn‘t impose Disadvantage on Stealth Checks. The bonus to Armor Class you can gain from your Dexterity Modifier also becomes +3 instead of +2. | Level 4 (All Classes) |
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 Opportunity Attacks from your target. | Level 4 (All Classes) |
Moderately Amored | You gain Armor Proficiency with Medium Armor and shields, and your Strength or Dexterity increases by 1, to a maximum of 20. | Level 4 (All Classes) Light Armor Proficiency |
Performer | You gain Musical Instrument Proficiency, and your Charisma increases by 1, to a maximum of 20. | Level 4 (All Classes) |
Polearm Master | When attacking with a glaive, halberd, quarterstaff, or spear, you can use a Bonus Action to attack with the butt of your weapon. You can also make an Opportunity Attack when a target comes within range. | Level 4 (All Classes) |
Resilient | You increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability’s Saving Throws. | Level 4 (All Classes) |
Ritual Caster | You learn two Ritual Spells of your choice. | Level 4 (All Classes) INT or WIS of 13 or higher |
Savage Attacker | When making weapon attacks, you roll your damage dice twice and use the highest result. | Level 4 (All Classes) |
Sentinel | When an enemy within melee range attacks an ally, you can use a reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat. You gain Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its tum. | Level 4 (All Classes) |
Sharpshooter | Your ranged weapon attacks do not receive penalties from High Ground Rules. Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack Roll, but deal an additional 10 damage. | Level 4 (All Classes) |
Shield Master | You gain a +2 bonus to Dexterity Saving Throws while wielding a Shield. If a spell forces you to make a Dexterity Saving Throw, you can use a reaction to Shield yourself and diminish the effect’s damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don’t take any damage. | Level 4 (All Classes) |
Skilled | You gain Proficiency in 3 Skills of your choice. | Level 4 (All Classes) |
Spell Sniper | You learn a Cantrip, and the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack. | Level 4 (All Classes) |
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. | Level 4 (All Classes) |
War Caster | You gain Advantage on Saving Throws to maintain Concentration on a spell. You can also use a reaction to cast Shocking Grasp at a target moving out of melee range. | Level 4 (All Classes) |
Weapon Master | You gain Proficiency with four weapons of your choice, and your Strength or Dexterity increases by 1, to a maximum of 20. | Level 4 (All Classes) |
That’s it for all Feats in Baldur’s Gate 3. Now that you’ve familiarized yourself with all of the available options, feel free to check out our guide for how to improve success rates with Ability Checks, as some Feats here may provide additional bonuses during these rolls.