In Baldur’s Gate 3, most characters of a given class will progress by means of their class options kind of identically. Each Fighter will get their Motion Surge at Stage 2, each Cleric picks their Area at creation, and each Bard will get a 3rd Stage 2 spell slot at Stage 4. Even with a number of the departures Larian Studios took from the tabletop guidelines to encourage uncommon class builds – reminiscent of eliminating Potential Rating necessities to multiclass – development is pretty homogenous between characters of the identical class.
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That’s till Feats come into play. At the very least so far as mechanics go, Feats are as necessary as talent proficiencies and background, roleplaying-motivated decisions in making your character your individual, be it within the service of a singular, narrative-led construct or reaching for a wholly “meta” optimized setup. Learn on for our information to each Feat in Baldur’s Gate 3, together with details about how they work, and which to choose to your class.
How Do Feats Work in Baldur’s Gate 3?
Feats are just like what different video games would possibly name “Perks,” bonuses you can choose at your discretion. Feats signify a expertise or different profit that is nearly mystical in nature, in that they do not all the time stem “naturally” from the alternatives you have made in your character or class development. On this approach, Feats mark a participant character as an unique outlier, somebody who can often break the principles that govern the sport world. Whereas Adventurers are already extraordinary by their nature, Feat alternatives assist you to make your Adventurer stand out from others.
With a degree cap of 12, Baldur’s Gate 3 will permit every participant a complete of three alternatives to pick out a Feat (4 for a Fighter). These alternatives come at ranges 4, 8, and 12. Fighters get an additional Feat at degree 6. Most Feats obtainable at launch could be chosen freely, although some have conditions, like a sure gear or talent proficiency, sure class options (normally spellcasting), or an Potential Rating minimal.
Except for Feats, gamers can as a substitute select “Potential Enchancment,” when the time comes to pick out a Feat. This will increase any Potential Rating by +2 or two Skills by +1, to a most of 20 factors. Some Feats additionally enhance Potential Scores, normally by including +1 to a single rating and pairing it with one other profit (reminiscent of granting a gear proficiency).
Which Baldur’s Gate 3 Feats Ought to I Choose?
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Your Feat choice actually is dependent upon your class and objectives. Some feats would possibly improve your class’ current specialization, and others can cowl for that class’ weaknesses. Others would possibly grant you powers your class or construct will not allow (the Magic Provoke line is an effective instance), and nonetheless others can simply make life somewhat extra enjoyable.
Learn on for our record of each Feat within the sport as of launch. We’ll describe every Feat in alphabetical order, in addition to embrace suggestions for lessons that may wish to have it. If a Feat has a selected prerequisite, we’ll point out it within the description.
- Potential Enchancment: Improve one Potential by +2 or two Skills by +1 as much as a max of 20.
- When doubtful, decide an Potential Enchancment. This can be a nice method to get rid of a stat penalty or enhance a proficiency bonus.
- Potential Enhancements are extremely beneficial for characters that may profit from having excessive bonuses in a number of Skills, reminiscent of Paladins or melee-oriented caster subclasses (like a School of Swords Bard).
- For this Feat and any others that enhance an Potential Rating, attempt to use them to enhance scores to even numbers (like 14 or 18). Your proficiency bonus does not improve on odd numbers.
- Actor: +1 to Charisma, double proficiency bonus on Deception and Efficiency Checks
- An awesome bonus for Bards or different lessons that dip right into a Bard degree, this improves checks in two social expertise, making them extra prone to succeed.
- Alert: +5 bonus to Initiative, and proof against being Shocked.
- Simply say no to being ambushed! A major bonus to Initiative rolls ensures a personality will go first within the flip order.
- This may be essential for the Rogues, who can profit drastically from getting the drop on a foe.
- Athlete: +1 to Power or Dexterity, standing up from Susceptible standing requires much less motion, and Leap distance will increase by 50%.
- This one could be fairly unbelievable for Fighters, Barbarians, and different Power-based lessons. You’ll fairly actually leap straight up pretty tall objects and even scale quick cliffs and partitions.
- Charger: Grants the flexibility to cost in the direction of a goal and make both a weapon assault or shove them.
- A very good Feat for melee characters like Fighters and Barbarians, permitting them to shut distance rapidly.
- Crossbow Professional: Shut-range crossbow photographs now not have Drawback on Assault Rolls. The Piercing Shot motion’s Gaping Wounds debuff additionally lasts twice as lengthy.
- A very good Feat for characters that use a crossbow for his or her ranged assaults, however a bit particular (you have to actually like crossbows to make use of a Feat you solely get as soon as each 4 ranges on them).
- Defensive Duelist: When wielding a Finess weapon you’ve got proficiency with, you need to use your response to spice up your Armor Class together with your proficiency bonus when attacked.
- Dexterity-based Fighters, Bards, and different lessons that use Finesse weapons (like Rapiers or Daggers) can profit from this perk, though it tends to require you be in melee to use.
- Twin Wielder: Use Two-Weapon Preventing even with weapons that are not Gentle (but in addition not Heavy), and achieve +1 to Armor class when dual-wielding.
- Extremely beneficial for dual-wielding characters (like Rangers, Fighters, and School of Swords Bards), as this drastically expands the vary of weapons that may be dual-wielded. It additionally provides some Armor Class to offset the lack of a possible defend or duelist bonus.
- Dungeon Delver: Benefit on Notion checks for detecting hidden objects and saving throws versus traps. Resists injury from traps.
- This may be good to have in the event you’re journeying with no resident Rogue and utilizing one other class Fighter to scout a dungeon or hostile house. In any other case, Rogue, Ranger, or a proficient Bard, will probably have sufficient Notion to keep away from lacking most checks.
- Sturdy: +1 to Structure, regain full HP on a Quick Relaxation
- Most newer Baldur’s Gate 3 gamers will not relaxation as usually as they need to. This feat maximizes the results of the rests they do take.
- Warlocks and Bards are likely to regain many spent powers on quick relaxation, so this helps them profit even farther from a fast breather.
- Elemental Adept: Select a injury kind from Acid, Chilly, Hearth, Thunder, or Lightning. Your spells of that injury kind can not critically fail (i.e. roll a 1) and ignore injury resistance to that component.
- A wonderful selection for nearly any spellcaster, however significantly helpful for casters that target explicit parts, like Storm Sorcerers and Tempest or Gentle Area Clerics, as this can improve their favored injury spells’ effectiveness.
- This Feat could be chosen a number of occasions, selecting a unique injury kind every time.
- Nice Weapon Grasp: If you land a Crucial Hit or kill a goal with a melee weapon assault, make one other melee weapon assault as a bonus motion. When wielding a Heavy weapon you’ve got proficiency with, you may select to take a -5 penalty in your assault roll for +10 injury.
- Word that the “bonus assault” function of this feat applies to all melee weapons, not simply heavy ones.
- The Heavy Weapon bonus is named the “All In” passive, and you’ll toggle it on and off.
- This Feat synergizes very effectively with Barbarian characters, who usually wield two-handed weapons, do further injury throughout Rage (making it extra prone to rating a kill), and in addition must assault targets continually to take care of their Rage.
- You’ll be able to work across the assault penalty with assist spells like Bless or by utilizing conditions to generate Benefit in your assault rolls.
- Closely Armored: +1 to Power, achieve Heavy Armor proficiency.
- This perk requires Medium Armor Proficiency, both from a category selection or earlier Feat choice.
- This Feat is helpful for characters who’ve Medium Armordon’t have already got Heavy Armor proficiency, like Rangers who main in Power however do not decide the “Ranger Knight” Favored Enemy, Clerics who do not select a Area that grants Heavy Armor Proficiency, and Druids that wish to use plate mail.
- Baldur’s Gate 3 doesn’t have Potential Rating necessities for equipping armor, so gaining Heavy Armor Proficiency is an effective approach for spellcasters and “squishy” lessons with low Dexterity to enhance their Armor Class.
- Barbarians ought to keep away from this perk, as Rages are severely restricted when carrying Heavy Armor, with or with out proficiency.
- Heavy Armor Grasp: +1 to Power, -3 to break from non-magical assaults whereas carrying Heavy Armor.
- This perk requires Heavy ARmor Proficiency, both from a category selection or a earlier Feat choice.
- A wonderful perk for a Fighter or Paladin in Heavy Armor, seeing as many minor enemies should not have prepared entry to magically empowered weapons.
- The bonus loses its luster considerably in later ranges when spellcasters and well-equipped foes present up, nevertheless it nonetheless permits characters to successfully snicker off many mundane assaults.
- Calmly Armored: Acquire Gentle Armor Proficiency, +1 to Power or Dexterity.
- This profit is pretty restricted, solely actually making use of to characters with no armor proficiency, like Monks, Wizards, and Sorcerers.
- Monks can use it to put on armor, however they lose the advantage of their Unarmored Protection class function, so it is not likely beneficial.
- Fortunate: Acquire 3 “Luck Factors”, which could be expended to achieve Benefit on Assault Rolls, Potential Checks, and Saving Throws. They can be used to pressure an enemy to reroll an Assault Roll. Luck Factors are recharged after a protracted relaxation.
- This Feat grants entry to a model of the Halfling racial function “Fortunate”.
- Fortunate can operate as a type of panic button that permits you to enhance your probabilities thrice a day. It may be fairly helpful…in the event you bear in mind to make use of it.
- Mage Slayer: When a creature in melee vary casts a spell, you achieve Benefit on Saves in opposition to the spell, and may assault the caster as a response. Enemies you hit have Drawback after they make their Focus Save.
- This can be a highly effective passive Feat for a combatant who can transfer rapidly into melee vary in opposition to an enemy spellcaster.
- Nevertheless, its use is considerably situational, because it requires you to shut in first.
- Think about this Feat for martial characters who’ve excessive motion pace, that you simply plan to make use of as outriders that focus on weak foes first, like a Ranger, Rogue, or Barbarian.
- Magic Provoke: Bard: Be taught spells from the Bard spell record, utilizing Charisma as your Spellcasting Potential. You’ll be able to be taught 2 cantrips and a Stage 1 spell, which recharges on a protracted relaxation.
- This one could be helpful for a Paladin, Warlock, or Sorcerer that desires a little bit of Bardic magic to play with with out multiclassing. These lessons have excessive Charisma, so their spellcasting will not undergo for it.
- Magic Provoke: Cleric: Be taught spells from the Cleric spell record, utilizing Knowledge as your Spellcasting Potential. You’ll be able to be taught 2 cantrips and a Stage 1 spell, which recharges on a protracted relaxation.
- This one could be helpful for a Druid or Ranger that desires to be taught some Cleric spells with out multiclassing.
- The Paladin spell record has some overlap with the Cleric’s, so they will not achieve a lot profit from this Feat. In addition they use Charisma and never Knowledge as their spellcasting means.
- Magic Provoke: Druid: Be taught spells from the Druid spell record, utilizing Knowledge as your Spellcasting Potential. You’ll be able to be taught 2 cantrips and a Stage 1 spell, which recharges on a protracted relaxation.
- This Feat may assist a Cleric that needs to be taught Druid spells (like Shillelagh) with out multiclassing.
- A Ranger may additionally take this Feat to entry spells that are not on their record, however there is a truthful quantity of overlap.
- Magic Provoke: Sorcerer: Be taught spells from the Sorcerer spell record, utilizing Charisma as your Spellcasting Potential. You’ll be able to be taught 2 cantrips and a Stage 1 spell, which recharges on a protracted relaxation.
- This may very well be helpful for a Bard, Paladin, or Warlock that needs entry to the bottom degree of the Sorcerer spell record.
- Wizards do not a lot from this, since they use Intelligence as their spellcasting means, and their spell lists have a number of overlap.
- Magic Provoke: Warlock: Be taught spells from the Warlock spell record, utilizing Charisma as your Spellcasting Potential. You’ll be able to be taught 2 cantrips and a Stage 1 spell, which recharges on a protracted relaxation.
- Warlock is an excellent selection for the Magic Provoke Feat, because it grants entry to Eldritch Blast, essentially the most helpful damage-dealing Cantrip within the sport with out having to multiclass.
- Even characters that do not use Charisma for spellcasting can profit from a little bit of that Warlock spice. For instance, Rangers and Bards that do not have a lot direct injury of their spell record, and even Clerics that wish to be ranged magical damage-dealers. Sorcerers can achieve a potent fight cantrip along with their typical spell record.
- Magic Provoke: Wizard: Be taught spells from the Wizard spell record, utilizing Intelligence as your Spellcasting Potential. You’ll be able to be taught 2 cantrips and a Stage 1 spell, which recharges on a protracted relaxation.
- A wonderful feat for an Eldritch Knight, as they get some “free” cantrips and a Stage 1 Spell to assist broaden their magical toolkit. Eldritch Knights already use Intelligence as their spellcasting means, which suggests they’ll use these further spells at a higher efficiency.
- Martial Adept: Acquire 1 Superiority Die and a couple of Maneuvers from the Fighter Battle Grasp subclass. Used Superiority Cube recharge on a brief or lengthy relaxation.
- This Feat works effectively for characters that desire a style of what the Fighter’s Battle Grasp subclass has to supply with out having to multiclass.
- Nearly any class that may anticipate to do a good quantity of weapon fight can profit. The Commander’s Strike maneuver is a reasonably good team-based transfer, too.
- Champion Fighters, Eldritch Knights, Rangers, Barbarians, Paladins, Clerics, Rogues, even Bards from the School of Swords or Valor, or Warlocks utilizing the Pact of the Blade, might discover some worth on this small slice of the Battle Grasp toolkit.
- For extra particulars on what the maneuvers truly do, take a look at our Baldur’s Gate 3 Fighter Class Information underneath the Battle Grasp part.
- Medium Armor Grasp: Medium armor now not imposes Drawback on Stealth checks, and the Dexterity modifier bonus to Armor Class is raised to +3 (from +2)
- Requires Medium Armor Proficiency.
- This may very well be a helpful feat for armor-wearing martial lessons with excessive Dexterity bonuses and a love of Stealth. Gloom Stalker Rangers, Dexterity-based Fighters, sneaky Bards, Rogues with Medium Armor proficiency, and Clerics or Druids that poured factors into Dexterity ought to contemplate it.
- Cell: Improve motion pace, and get rid of pace penalties when Dashing on tough terrain. Transferring after a melee assault now not provokes an assault of alternative.
- An excellent Feat for nearly anybody, however with explicit attraction to Dwarves, Gnomes, and Halflings, since they’ve much less distance on their stride.
- The flexibility to flee assaults of alternative could make transferring round in melee fight a lot safer, too.
- Reasonably Armored: +1 to Power or Dexterity, achieve Medium Armor Proficiency and Protect proficiency.
- Requires Gentle Armor Proficiency.
- That is actually solely relevant to Rogues, Bards, and Warlocks, since they get Gentle Armor by default however not Medium Armor proficiency.
- Wizards, Sorcerers, and Monks do not get any armor proficiency in any respect, and might want to get Gentle Armor proficiency from multiclassing, the Calmly Armored Feat, or a racial function (like Human, Half-Elf, or Githyanki) with the intention to decide this Feat.
- Performer: +1 to Charisma, achieve musical instrument proficiency.
- Polearm Grasp: When attacking with a glaive, halberd, quarterstaff, or spear, you need to use a bonus motion to assault with the shaft. You too can make assaults of alternative in opposition to targets that enter your polearm’s vary.
- This feat makes lengthy weapons like spears and glaives extra helpful to martial characters, in addition to People and Half-Elves (who achieve polearm proficiency as a racial function).
- Since many spellcasting lessons have quarterstaff proficiency, this could enhance their melee efficiency, although it isn’t advisable to make use of a treasured Feat on simply that in the event you’re a caster.
- Resilient: +1 to an Potential, achieve proficiency in that means’s saving throws.
- Whereas considerably of a situational Feat, it’s broadly relevant, given that you’re going to want means saves of every kind to outlive Baldur’s Gate 3.
- It is best to choose this feat when you have a excessive Potential Rating in an odd quantity (like 13 or 15) that your class does not have proficiency in (reminiscent of Dexterity for a Fighter or Structure for a Paladin). Selecting Resilient will immediately increase that means’s bonus and assist you to make the most of the bonus to enhance their saving throws.
- Ritual Caster: Be taught two ritual spells of your selection.
- This Feat requires an Intelligence or Knowledge rating of 13 or increased.
- This can be a surprisingly helpful Feat for anybody with the requisite means scores (although these are almost certainly to be Wizards, Druids, and Clerics).
- Ritual Spells are spells that, when ready, could be solid exterior of fight without spending a dime. Test your spellbook and mouse over a spell. If it is tagged as “Ritual”, it is a ritual spell.
- At the price of a spell slot, a Ritual Spell reminiscent of Longstrider, Communicate With Animals. or Communicate With the Lifeless, could be solid on the entire occasion and final for the remainder of the day. It is a surprisingly helpful function for normal adventuring and questing (although it comes on the worth of getting one much less fight spell slot obtainable).
- Savage Attacker: When making weapon assaults, roll for injury twice, then use the upper consequence.
- A easy however highly effective feat for any weapon-based fight class, and could be helpful for characters which can be trying to “min-max” their injury output, like Barbarians with Nice Weapon Grasp or archery specialists with Sharpshooter.
- Sentinel: Use your response to assault an enemy in melee vary that dares to assault an ally (so long as the ally does not have the Sentinel Feat themselves). Acquire Benefit on Alternative Assaults. Hitting creatures with Alternative Assaults prevents them from transferring for the remainder of their flip.
- None shall move! This can be a helpful feat for would-be “tank” melee lessons that wish to defend their close by allies and thrive within the heart of the gang.
- Think about this Feat in the event you’re a Fighter, Paladin, Barbarian, Ranger, or Monk.
- Sharpshooter: Your ranged assaults are now not penalized by guidelines governing Excessive Floor. You can also make a ranged weapon assault with a weapon you are proficient at a -5 penalty to the assault roll, however deal +10 injury.
- That is the ranged equal of Nice Weapon Mastery, and fairly helpful for maximizing an archery-focused character’s injury output.
- Protect Grasp: +2 bonus to Dexterity saving throws when wielding a defend. Towards spells that pressure a Dexterity save, you need to use your response to take solely half injury on a failed save, and no injury on a profitable one.
- It is a bit of an enormous ask to spend a Feat simply to make your Dexterity saves higher whereas utilizing one kind of substances, however in the event you ever needed to reenact the situation of crouching behind your defend and coming by means of an evil wizard’s fireball unscathed, that is the Feat you will must do it.
- Spell Sniper: Be taught a cantrip, and the quantity you’ll want to roll a essential hit whereas attacking with it’s diminished by 1.
- This Feat requires spellcasting means.
- The tabletop model of this Feat is an excessive enhancement for Warlocks, as it will probably make a cantrip like Eldritch Blast ignore most types of cowl and hearth from twice as distant.
- Nevertheless, the Baldur’s Gate 3 model of Spell Sniper merely expands the Cantrip’s essential vary. This will nonetheless be helpful for a Warlock or one other Cantrip-reliant fight caster (possibly you simply love Ray of Frost or Hearth Bolt that a lot), nevertheless it’s not likely value a Feat choice.
- Tavern Brawler: If you assault with an improvised weapon, thrown object, or use your naked fists (unarmed assault), your Power Modifier is doubled for when added to assault and injury rolls.
- Although it additionally applies to improvised weapons and thrown objects (howdy to Berserker Barbarians), this Feat was tailored for juicing up a Monk’s unarmed strikes, as long as they’ve a better Power bonus than a Dexterity bonus.
- Robust: Improve most HP by +2 for each degree.
- A feat that is so simple as could be, Robust works greatest in the event you take it late and don’t have anything else you may want.
- Battle Caster: Acquire Benefit on Saving Throws to take care of Focus. You’ll be able to solid Stunning Grasp on a goal trying to maneuver out of melee vary.
- This can be a good potential Feat for Eldritch Knights, melee Clerics or Warlocks, and even Sword Bards.
- Sustaining Focus is the bane of the caster that likes to function within the thick of the struggle (or will get focused by archers and different spellcasters), so a Feat that improves it will probably save your spell from fizzling.
- For melee casters like Eldritch Knights, the “Alternative Spell” function presents the chance to doubtlessly finish a struggle if a broken enemy makes an attempt to flee your attain.
- Weapon Grasp: +1 to Power or Dexterity, achieve proficiency with 4 weapons of your selection.
- Helpful for a category or race with restricted weapon alternatives, like Drow Elves, Druids, or Clerics.
- Martial Weapons usually have increased injury ranges, and there are sometimes many good magical weapons of in style varieties like Longswords, so selecting up just a few widespread weapon varieties can drastically broaden the choice obtainable to a personality.
- Monks may additionally use this perk, though a few of their class options are depending on utilizing Monk-specific weapons or unarmed strikes.