JadeVib

Baldur's Gate 3: All feats in BG3

feat namefeat descriptionRequirementAbility ImprovementYou increase one Ability by two, or two Abilities by one, to a maximum of 20.Level fourActorYour Charisma increases by one, to a maximum of 20. Your Proficiency Bonus is also doubled for Deception and Performance Checks. Grants Deception Proficiency and Performance Proficiency.Level fourAlertYou gain a five bonus to Initiative and can’t be Surprised.Level fourAthleteYour Strength or Dexterity increases by one, to a maximum of 20. When you are Prone, standing up uses significantly less movement. Your jump distance also increases by 50 percent.Level fourChargerYou gain Charger: Weapon Attack and Charger: Shove.Level fourCrossbow ExpertWhen 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. Crossbow Expert: Point-BlankCrossbow Expert: WoundingLevel fourDefensive DuelistWhen 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 fourDual WielderYou can use Two-Weapon Fighting even if your weapons aren’t Light, and you gain one bonus to armor Class while wielding a melee weapon in each hand. You cannot dual-wield Heavy Weapons. Dual Wielder: Bonus armor Class.
Dual Wielder (feature)Level fourDungeon DelverYou 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.
Dungeon Delver: Perception
Dungeon Delver: Resist TrapsLevel fourDurableYour Constitution increases by one, to a maximum of 20. You regain full hit points each time you take a Short Rest. Constitution +1Level fourElemental AdeptYour spells ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll one:
Elemental Adept: Acid
Elemental Adept: Cold
Elemental Adept: Fire
Elemental Adept: Lightning
Elemental Adept: ThunderLevel fourGreat Weapon MasterWhen 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
Melee Attack Bonus: -5
Melee Damage Bonus +10Level fourHeavily armoredYou gain armor Proficiency with Heavy armor and your Strength increases by one, to a maximum of 20. Heavy armor ProficiencyMedium Armor Proficiency level fourHeavy armor MasterYour Strength increases by one, to a maximum of 20. Incoming damage from non-magical attacks also decreases by three while you’re wearing heavy armor.Proficiency with Heavy armor level fourLightly armoredYou gain armor Proficiency with Light armor and your Strength or Dexterity increases by one, to a maximum of 20. Light armor ProficiencyLevel fourLuckyYou gain three 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 fourMage SlayerWhen 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.
Mage Slayer: Saving Throw Advantage
Mage Slayer: Attack Caster
Mage Slayer: Break ConcentrationLevel fourMagic Initiate: BardYou learn two Cantrips and a level one spell from the bard spell list. You can cast the level one spell once per Long Rest. Your Spellcasting Ability for all three spells is Charisma.
Magic Initiate: Bard (feature)Level fourMagic Initiate: ClericYou learn two Cantrips and a level one spell from the cleric spell list. You can cast the level one spell once per Long Rest. Your Spellcasting Ability for all three spells is Wisdom.
Magic Initiate: Cleric (feature)Level fourMagic Initiate: DruidYou learn two Cantrips and a level one spell from the druid spell list. You can cast the level one spell once per Long Rest. Your Spellcasting Ability for all three spells is Wisdom. Magic Initiate: Druid (feature)Level fourMagic Initiate: SorcererYou learn two Cantrips and a level one spell from the sorcerer spell list. You can cast the level one spell once per Long Rest. Your Spellcasting Ability for all three spells is Charisma.
Magic Initiate: Sorcerer (feature)Level fourMagic Initiate: WarlockYou learn two Cantrips and a level one spell from the warlock spell list. You can cast the level one spell once per Long Rest. Your Spellcasting Ability for all three spells is Charisma. Magic Initiate: Warlock (feature)Level fourMagic Initiate: WizardYou learn two Cantrips and a level one spell from the wizard spell list. You can cast the level one spell once per Long Rest. Your Spellcasting Ability for all three spells is Intelligence.
Magic Initiate: Wizard (feature)Level fourMartial AdeptYou 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.
Superiority Dice: Select two feat Passive:
Commander’s Strike
Disarming Attack
Distracting Strike
Evasive Footwork
Feinting Attack
Goading Attack
Manoeuvring Attack
Menacing Attack
Precision Attack
Pushing Attack
Rally
Riposte
Sweeping Attack
Trip AttackLevel fourMedium armor MasterWhen 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 fourMobileYour 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.
Speed Increased
Mobile: Evade Opportunity Attack
Mobile: Evade Difficult TerrainLevel fourModerately armoredYou gain armor Proficiency with Medium Armor and shields, and your Strength or Dexterity increases by one, to a maximum of 20.
Medium armor Proficiency
Shield ProficiencyLight Armor Proficiency level fourPerformerYou gain Musical Instrument Proficiency, and your Charisma increases by one, to a maximum of 20.Level fourPolearm MasterWhen 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.
Polearm Master: Opportunity Attack
Polearm Master: Bonus AttackLevel fourResilientYou increase an Ability by one, to a maximum of 20, and gain Proficiency in that Ability’s Saving Throws. Select one feat Passive
Resilient: Strength
Resilient: Dexterity
Resilient: Constitution
Resilient: Intelligence
Resilient: Wisdom
Resilient: CharismaLevel fourRitual CasterYou learn two ritual spells of your choice.
Ritual Caster: Free SpellsIntelligence or Wisdom of 13 or higher level fourSavage AttackerWhen making weapon attacks, you roll your damage dice twice and use the highest result.Level fourSentinelWhen 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. Sentinel: Vengeance
Sentinel: Snare
Sentinel: Opportunity AdvantageLevel fourSharpshooterYour 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.
Sharpshooter: All In
Sharpshooter: Low GroundLevel fourShield MasterYou 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.
Dexterity Saving Throw Bonus: +2
Shield Master: BlockLevel fourSkilledYou gain Proficiency in three Skills of your choice.Level fourSpell SniperYou learn a cantrip and the number you need to roll a Critical Hit while attacking is reduced by one. This effect can stack.Spellcast ability level fourTavern BrawlerWhen 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 fourToughYour hit point maximum increases by two for every level you have gained.Level fourWar CasterYou 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.
War Caster: Concentration
War Caster: Opportunity SpellSpellcast ability. All classes at level fourWeapon MasterYou gain Proficiency with four weapons of your choice, and your Strength or Dexterity increases by one, to a maximum of 20.Level four

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Tobi Tarwater

Update: 2024-08-19