Baldur’s Gate 3 Feats

In Baldur’s Gate 3, you have three opportunities to choose from a long list of Feats. You’ll get to pick a Feat every 4 levels: once at Level 4, then again at Level 8, and a final time at level 12. These Feats represent ways in which your character has learned new skills or grown more powerful, distinct from their Class or Race; each one you choose will grant you some kind of bonus. These range from a simple boost to the Ability or Abilities of your choice, options to make one of your spell types more dangerous, or even a way to gain Proficiency in musical instruments. You can see the complete list of available Feats below.

You increase one Ability by 2, or two Abilities by 1, to a maximum of 20.
Your charisma increases by 1, to a maximum of 20. Your Proficiency Bonus is also doubled for Deception and Performance Checks.
You gain a +5 bonus to Initiative and can't be Surprised.
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%.
You gain Charger: Weapon Attack and Charger: Shove.
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.
When attacked while wielding a Finesse Weapon you're Proficient with, you can use a reaction to add your Proficiency Bonus to your Armour Class, possibly causing the attack to miss.
You can use Two-Weapon Fighting even if the weapons you are wielding aren't Light. You have a +1 bonus to Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Heavy weapons.
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.
You Constitution increases by 1, to a maximum of 20. You regain full hit points each time you take a Short Rest.
Your spells ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
Your spells ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
Your spells ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
Your spells ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
Your spells ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
When you land a Critical Hit or kill a target with a melee weapon attack, you can make another melee wepaon 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 penalt. (You can toggle this on and off.)
You gain Armour Proficiency with Heavy Armour and your Strength increases by 1, to a Maximum of 20.
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 armour.
You gain Armour Proficiency with Light Armour and your Strength or Dexterity increases by 1, to a Maximum of 20.
You gain 3 Luck Points, which you can use to gain Advantage on Attack Rolls, Ability Checks, or Saving Throw, or to make an enemy reroll their Attack Rolls.
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.
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.
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 Charisma.
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 Charisma.
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.
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.
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 Charisma.
You learn two manoeuvres from the Battle Master subclass and gain a Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
When you wear Medium Armour, it doesn't impose Disadvantage on Stealth Checks. The bonus to Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
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.
You gain Armour Proficiency with Medium Armour and shields, and your Strength or Dexterity increases by 1, you a maximum of 20.
You gain Musical Instrument Proficiency, and your Charisma increases by 1, to a maximum of 20.
When attacking wityh 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.
You increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability's Saving Throws.
You increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability's Saving Throws.
You increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability's Saving Throws.
You increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability's Saving Throws.
You increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability's Saving Throws.
You increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability's Saving Throws.
You learn two ritual spells of your choice.
When making weapon attacks, you roll your damage dice twice and use the highest result.
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 Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
You 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. (You can toggle this on or off.)
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.
You gain Proficiency in 3 Skills of your choice.
You learn a cantrip, and the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
When you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifer is added twice to the damage and Attack Rolls.
Your hit point maximum increases by 2 for every level you have gained.
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.
You gain Proficiency with four weapons of your choice, and your Strength or Dexterity increases by 1, to a maximum of 20.
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Kethoth
Kethoth
7 months ago

Some of the best feats:

  1. Ability Improvement: This is a tier one feat that grants you an increase of two points to one of your ability scores.
  2. Alert: This is a tier one feat that grants you a +5 bonus to initiative rolls and prevents enemies from gaining advantage on you when attacking from hiding.
  3. Great Weapon Master: This is a tier one feat that allows you to take a -5 penalty to your attack roll in exchange for a +10 bonus to damage.
  4. Polearm Master: This is a tier one feat that allows you to make an additional attack with the opposite end of your polearm as a bonus action.
  5. Sentinel: This is a tier one feat that allows you to make an opportunity attack against an enemy when they attack an ally within 5 feet of you, and reduces their speed to 0 if the attack hits.

There are also other options such as Defensive Duelist, Dual Wielder, Mage Slayer, Resilient, Savage Attacker, Spell Sniper, and more depending on your class and playstyle