Baldur's Gate 3 takes on the modern model of feat acquisition from Dungeons & Dragons - at some level-up points, you'll be offered the choice between an Ability Score Improvement and a feat. This can be quite a tough choice, as higher ability scores will improve your reliability in and out of battle, but feats can add just as much power as well as some variety and flavor.
Feats can change up a character quite drastically. They can add new equipment proficiencies, let them excel in a certain fighting style, or even give them the ability to cast spells through the chain of Magic Initiate feats. You can use these to customize and vary your player character and the various companions you'll recruit throughout the game.
Updated August 3, 2023: Now that Baldur's Gate 3 has left Early Access, we have a complete list of the feats available in the game. We've added them to the table below.
Should You Take A Feat Or An Ability Score Improvement?
When you reach a level that lets you gain a feat, one of the options you can take is the Ability Score Improvement. This is not technically a feat, but this is how the game offers you the choice - you can either choose the ASI or one of the feats listed below.
When you take an Ability Score Improvement, you get two points that you can put into any of your six ability scores. You can choose to increase one score by two or two scores by one, and none of them can be increased beyond 20 in this way.
Whether or not you take an ASI or a feat will depend on the class and the build you are going for. ASIs are more useful for characters who will not gain an immediate, significant benefit from one of the feats that change a character a ton (such as Dual Wielder, Great Weapon Master , or one of the Magic Initiate feats). They're also very useful for increasing odd-numbered ability scores, so that character's roll bonuses increase. You'll have to assess these on a case-by-case basis.
Every Feat In The Game
The table below lists every currently available feat in the game, as well as a short description of what they do.
Feat |
Description |
---|---|
Actor |
Gain +1 to CHA. Your Proficiency Bonus is doubled for Deception and Performance checks. |
Alert |
You gain +5 to your Initiative rolls and you cannot be surprised. |
Athlete |
Gain either +1 to STR or DEX. The character uses less movement when standing up from the Prone condition, and your jump distance is extended by half. |
Charger |
You gain the Charger: Weapon Attack and Charger: Shove abilities. These allow you to cross long distances while attacking in battle without provoking Opportunity Attacks. |
Crossbow Expert |
You can use Crossbows in melee range effectively, and your Piercing Shot is improved. |
Defensive Duelist |
The character can use their reaction to add a bonus to their AC when being attacked while wielding a Finesse Weapon. |
Dual Wielder |
The character gains +1 to AC when fighting with two weapons. They can now dual-wield weapons that are heavier than light but lighter than heavy. |
Dungeon Delver |
You gain Advantage on Perception checks to detect hidden objects and on Saving Throws against traps. You also resist trap damage. |
Durable |
Gain +1 to CON. The character will regain all their health on a Short Rest. |
Elemental Adept |
Pick Acid, Cold, Fire, Lightning, or Thunder. Your spells of that element will ignore resistance and never roll a 1. |
Great Weapon Master |
If the character scores a critical hit or kill a creature with a melee attack, they can perform an additional attack. Attacks with heavy weapons can take -5 to hit for +10 to damage. |
Heavily Armoured |
The character gains Heavy Armour proficiency and +1 to STR. Characters need to be proficient in Medium Armour before taking this feat. |
Heavy Armour Master |
Gain +1 to STR. Damage from non-magical attacks decreases by 3 points when wearing Heavy Armour. Characters need to be proficient in Heavy Armour before taking this feat. |
Lightly Armored |
The character gains Light Armor proficiency and +1 to DEX. |
Lucky |
Gain 3 Luck Points, which can be used to gain Advantage on Attack Rolls, Ability Checks, Saving Throws, or to force an enemy to reroll Attack Rolls. |
Mage Slayer |
You gain the ability to make an attack as a reaction to enemies casting spells within melee range. Enemies have Disadvantage on rolls to save their Concentration. |
Magic Initiate: Bard |
The character gains a level one Bard spell slot. They learn a single level one Bard spell and two Bard cantrips. They use their Charisma stat as their spellcasting modifier. |
Magic Initiate: Cleric |
The character gains a level one Cleric spell slot. They learn a single level one Cleric spell and two Cleric cantrips. They use their Wisdom stat as their spellcasting modifier. |
Magic Initiate: Druid |
The character gains a level one Druid spell slot. They learn a single level one Druid spell and two Druid cantrips. They use their Wisdom stat as their spellcasting modifier. |
Magic Initiate: Sorcerer |
The character gains a level one Sorcerer spell slot. They learn a single level one Sorcerer spell and two Sorcerer cantrips. They use their Charisma stat as their spellcasting modifier. |
Magic Initiate: Warlock |
The character gains a level one Warlock spell slot. They learn a single level one Warlock spell and two Warlock cantrips. They use their Charisma stat as their spellcasting modifier. |
Magic Initiate: Wizard |
The character gains a level one Wizard spell slot. They learn a single level one Wizard spell and two Wizard cantrips. They use their Wizard stat as their spellcasting modifier. |
Martial Adept |
The character learns two maneuvers from the Battle Master list and gains a single Superiority Die. |
Medium Armour Master |
Wearing Medium Armour will not impose a penalty to Stealth checks, and the bonus to your Armour Class is improved by +1. Characters need to be proficient in Medium Armour before taking this feat. |
Mobile |
The character's movement speed increases, they can Dash without being slowed down by difficult terrain, and they can move after performing a melee attack without provoking an Attack of Opportunity. |
Moderately Armoured |
The character gains Medium Armor proficiency and Shield proficiency, as well as gaining either +1 to STR or +1 to DEX. Characters need to be proficient in Light Armour before taking this feat. |
Performer |
The character gains Musical Instrument Proficiency. Their Charisma also increases by 1, but this boost cannot put them above 20 Charisma. |
Polearm Master |
When attacking with a Glaive, Halberd, Quarterstaff, or Spear, you gain a bonus action to attack with the butt of the weapon. You can also make Opportunity Attacks when enemies enter your attack range. |
Resilient |
Increase an ability of your choice by +1 and gain Proficiency in that ability's Saving Throws. |
Ritual Caster |
You learn two Ritual Spells from the following list: Speak with Dead, Find Familiar, Longstrider, Ennhance Leap, Disguise Self, and Speak with Animals. |
Savage Attacker |
When making melee attacks, damage dice are rolled twice. The highest result is used. |
Sentinel |
You can use your reaction to take damage for allies who get attacked within range, and you also gain Advantage on Opportunity Attacks. Your Opportunity Attacks will temporarily immobiliser enemies. |
Sharpshooter |
Ranged attacks do not gain Disadvantage from the target being high up, and you sacrifice some accuracy (-5 on Attack Rolls) for a flat 10 damage increase with ranged weapons you are Proficient with. |
Shield Master |
The character gains +2 to DEX saves while using a shield. They can use their reaction to shield themselves while performing a DEX save. If they pass, they take no damage. |
Skilled |
The character gains three skill proficiencies of their choice. |
Spell Sniper |
You learn a Cantrip. The threshold for Critical Hits with that Cantrip is reduced by 1. This effect can stack. |
Tavern Brawler |
You add double your Strength modifier to Attack and Damage Rolls made by unarmed attacks, improvised weapons, and thrown objects. |
Tough |
The character adds two to their maximum HP score for every one of their levels. |
War Caster |
You gain Advantage on Concentration Saving Throws, and can use your reaction to cast Shocking Grasp as an Opportunity Attack. |
Weapon Master |
Gain +1 to either STR or DEX, and gain any four weapon proficiencies. |