In Baldur’s Gate 3, feats are remarkable character development enhancements.

These exceptional talents or areas of expertise grant unique abilities that transcend the limitations of class and background.

As you journey through the world of Baldur’s Gate 3, understanding feats and how they operate can significantly shape your character’s prowess and contribute to your overall success.

BG3 Feats List

Check below our list with each list available in Baldur’s Gate 3. Each character can have up to 3 feats, selecting one of the least at levels 4, 8, and 12.

ABILITY IMPROVEMENTS

  • You increase one Ability by 2, or two Abilities by 1, to a maximum of 20.
  • Available to all classes at Level 4

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.
  • Available to all classes at Level 4

ALERT

  • You gain a +5 bonus to Initiative, and you can’t be Surprised.
  • Available to all classes at Level 4

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%.
  • Class Feature: Athlete – Standing Up
  • Available to all classes at Level 4

CHARGER

  • You gain Charger: Weapon Attack and Charger: Shove.
  • Available to all classes at Level 4

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.
  • Class Feature: Crossbow Expert – Point-Blank
  • Class Feature: Crossbow Expert – Wounding
  • Available to all classes at Level 4

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.
  • Available to all classes at Level 4

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.
  • Class Feature: Dual Wielder – Bonus Armor Class
  • Class Feature: Dual Wielder (Feature)
  • Available to all classes at Level 4

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.
  • Class Feature: Dungeon Delver – Perception
  • Class Feature: Dungeon Delver – Resist Traps
  • Available to all classes at Level 4

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
  • Available to all classes at Level 4

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.
    •  Select 1 Feat Passive:
    • Elemental Adept: Acid
    •  Elemental Adept: Cold
    •  Elemental Adept: Fire
    •  Elemental Adept: Lightning
    •  Elemental Adept: Thunder
  • Available to all classes at Level 4

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.)
  • Class Feature: Great Weapon Master – Bonus Attack
  • Available to all classes at Level 4

HEAVILY ARMOURED

  • You gain Armor Proficiency with Heavy Armor, and your Strength increases by 1 to a maximum of 20.
  • Class Feature: Heavy Armor Proficiency
  • Requires Medium Armor Proficiency
  • Available to all classes at Level 4

HEAVY ARMOUR 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.
  • Proficiency with Heavy Armor.
  • Available to all classes at Level 4

LIGHTLY ARMOURED

  • You gain Armor Proficiency with Light Armor and your Strength or Dexterity increases by 1 to a maximum of 20.
  • Class Feature: Light Armor Proficiency
  • Available to all classes at Level 4

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.
  • Available to all classes at Level 4

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.
  • Class Features:
    • Mage Slayer: Saving Throw Advantage
    • Mage Slayer: Attack Caster
    • Mage Slayer: Break Concentration
  • Available to all classes at Level 4

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.
  • Class Feature: Magic Initiate: Bard (Feature)
  • Available to all classes at Level 4

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.
  • Class Feature: Magic Initiate: Cleric (Feature)
  • Available to all classes at Level 4

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.
  • Class Feature: Magic Initiate: Druid (Feature)
  • Available to all classes at Level 4

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.
  • Class Feature: Magic Initiate: Sorcerer (Feature)
  • Available to all classes at Level 4

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.
  • Class Feature: Magic Initiate: Warlock (Feature)
  • Available to all classes at Level 4

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.
  • Class Feature: Magic Initiate: Wizard (Feature)
  • Available to all classes at Level 4

MARTIAL 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.
  • Class Feature: Superiority Dice: 1
  • Select 2:
    • Commander’s Strike
    •  Disarming Attack
    •  Distracting Strike
    •  Evasive Footwork
    •  Feinting Attack
    •  Goading Attack
    •  Maneuvering Attack
    •  Menacing Attack
    •  Precision Attack
    •  Pushing Attack
    •  Rally
    •  Riposte
    •  Sweeping Attack
    •  Trip Attack
  • Available to all classes at Level 4

MEDIUM ARMOUR 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.
  • Available to all classes at Level 4

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.
  • Class Features:
    • Speed Increased
    • Mobile: Evade Opportunity Attack
    • Mobile: Evade Difficult Terrain
  • Available to all classes at Level 4

MODERATELY ARMOURED

  • You gain Armor Proficiency with Medium Armor and shields, and your Strength or Dexterity increases by 1 to a maximum of 20.
  • Class Features:
    • Medium Armor Proficiency
    • Shield Proficiency
    • Light Armor Proficiency
  • Available to all classes at Level 4

PERFORMER

  • You gain Musical Instrument Proficiency, and your Charisma increases by 1, to a maximum of 20.
  • Available to all classes at Level 4

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.
  • Class Features:
    • Polearm Master: Opportunity Attack
    • Polearm Master: Bonus Attack
  • Available to all classes at Level 4

RESILIENT

  • You increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability’s Saving Throws.
    •  Select 1 Feat Passive:Resilient: Strength
    •  Resilient: Dexterity
    •  Resilient: Constitution
    •  Resilient: Intelligence
    •  Resilient: Wisdom
    •  Resilient: Charisma
  • Available to all classes at Level 4

RITUAL CASTER

  • You learn two ritual spells of your choice.
  • Class Feature: Ritual Caster: Free Spells
  • Requires Intelligence or Wisdom of 13 or higher.
  • Available to all classes at Level 4

SAVAGE ATTACKER

  • When making weapon attacks, you roll your damage dice twice and use the highest result.
  • Available to all classes at Level 4

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 turn.
  • Class Features:
    • Sentinel: Vengeance
    • Sentinel: Snare
    • Sentinel: Opportunity Advantage
  • Available to all classes at Level 4

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.
  • Class Features:
    • Sharpshooter: All In
    • Sharpshooter: Low Ground
  • Available to all classes at Level 4

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.
  • Class Features:
    • Dexterity Saving Throw Bonus: +2
    • Shield Master: Block
  • Available to all classes at Level 4

SKILLED

  • You gain Proficiency in 3 Skills of your choice.
  • Available to all classes at Level 4

SPELL SNIPER

  • You learn a cantrip and the number you need to roll a Critical Hit while attacking with a spell is reduced by 1. This effect can stack.
  • Spellcast ability.
  • Available to all classes at Level 4

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.
  • Also, lets you choose a +1 ability score in Strength or Constitution.
  • Available to all classes at Level 4

TOUGH

  • Your hit point maximum increases by 2 for every level you have gained.
  • Available to all classes at Level 4

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.
  • Class Features:
    • War Caster: Concentration
    • War Caster: Opportunity Spell
  • Requires Spellcast Ability
  • Available to all classes at Level 4

WEAPON MASTER

  • You gain Proficiency with four weapons of your choice, and your Strength or Dexterity increases by 1, to a maximum of 20.
  • Available to all classes at Level 4

When You Gain Feats

Although Baldur’s Gate 3 takes many liberties when adapting D&D 5e, feats work remarkably similarly to the game’s tabletop counterpart.

Each class in Baldur’s Gate 3 gains the Ability Score Improvement feature at specific levels: Level 4, Level 8, and Level 12.

With this feature, you can increase one Ability score by 2 points or two different Ability scores by 1 point each. The maximum score for any Ability is 20.

However, you can forgo the Ability Score Improvement feature instead of taking a Feat of your choice.

This means that instead of boosting your stats, you can acquire a new Feat that gives your character a unique advantage. Some feats increase your stats by 1 point on top of giving you a new skill or ability.

It is important to remember that the maximum number of Feats a character can have at Level 12 is three.

How Feat Prerequisites Work

Feats in Baldur’s Gate 3 can be chosen across classes and races, but they have specific prerequisites to be met to take advantage of them.

If you ever lose the prerequisites for a Feat, you temporarily lose the benefits associated with that Feat until you regain the necessary prerequisites. 

How Multiclassing Affects Your Feats

As your character progresses, you’ll gain Feats at a pace that depends on your class and level distribution. Single-class characters receive Feats at levels four, eight, and twelve.

However, if you’re multiclassing, the acquisition of Feats follows a different pattern. The frequency of Feat acquisition is determined by the accumulation of levels in a specific class.

For instance, a character who chooses to multiclass may take seven levels in Fighter and five in Wizard.

In this scenario, they would only gain two Feats instead of the three that a single-class character would acquire.

However, if he was a Level 8 Fighter, he would have gotten two feats as a Fighter and eventually another one by reaching Level 4 as a Wizard.

To maximize Feat acquisition, multiclass characters must hit breakpoints that allow them to gain Feats every four levels or at the specific levels of eight and twelve.

Knowing the basics of the game’s systems and taking advantage of the feats will surely make the game much easier. This is not a bad thing, though. Baldur’s Gate 3 can be quite punishing at times.