Baldur’s Gate 3 is getting closer to its official release. The developers are adding newer content to the game. Some content is completely new, while other is getting better. One of these, the Feats, is getting more content to them. So, I have prepared the list of Baldur’s Gate 3 Feats in Early Access and those released with BG3.
What Are Feats In Baldurs Gate 3?
Feats are the talents or special abilities you can give your character. These help players gain abilities and experience in a wide variety than their main class offers. The feats become available at level 4. Then the player has the ability to select the Ability Score Improvement. But if they use the Swap Feat button, they can choose from various feats.The feats can only be selected once. A few feats can be selected more than once, but you have to check their description for that. Players can choose Elemental Adept more than once if they choose a different damage type.
Additionally, the feats can only be unlocked if all their prerequisites are met. You must ensure that you have the prerequisite mentioned to get the feat. If you lose that prerequisite, you can’t use the feat as long as you acquire it again.
How To Unlock Feats In BG3?
As I’ve mentioned earlier, Baldur’s Gate 3 Feats become available when you reach character level 4. That is when you can select your first feat. Similarly, feats become available as players reach levels 8, 12, 16, and 20.
Baldur’s Gate 3 feats are already a part of it in Early Access. The feats help players get familiar with them. With the release date approaching, the developers are polishing Feats with many other features. So, here are the feats already part of Baldur’s Gate 3.
|Ability Improvements||Allows you to spend 2 ability points on Strength, Dexterity, Constitution, Wisdom, Charisma, or Intelligence.|
|Athlete||Increase Strength or Dexterity by 1, to a maximum of 20. When you are Prone, Standing up uses less movement.|
|Defensive Duelist||When you are attacked with a melee attack, you use your reaction to increase your Armor Class by 2, potentially causing the attack to miss.|
|Dual Wielder||Gain a +1 bonus to Armour Class while wielding a melee weapon in each hand. You can use two-weapon fighting even if your weapons aren't light.|
|Great Weapon Master||When an attack with a Melee Weapon scores a Critical Hit or kills a creature, you can make another Melee Weapon Attack as a Bonus Action.|
When attacking with Heavy Melee Weapon, you are Proficient with, Attack Rolls take a -5 penalty but their damage increases by 10.
|Heavily Armored||Gain Armour Proficiency with Heavy Armour and increase your Strength by 1, to a maximum of 20.|
|Lightly Armored||Gain Armour Proficiency with Light Armour and increase your Strength or Dexterity by 1, to a maximum of 20.|
|Magic Initiate: Bard||Learn 2 Cantrips and a 1st-level Spell from the Bard Spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all these spells is Charisma.|
|Magic Initiate: Cleric||Learn 2 Cantrips and a 1st-level Spell from the Cleric Spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all these spells is Wisdom.|
|Magic Initiate: Druid||Learn 2 Cantrips and a 1st-level Spell from the Druid Spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all these spells is Wisdom.|
|Magic Initiate: Sorcerer||Learn 2 Cantrips and a 1st-level Spell from the Sorcerer Spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all these spells is Charisma.|
|Magic Initiate: Warlock||Learn 2 Cantrips and a 1st-level Spell from the Warlock Spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all these spells is Charisma.|
|Magic Initiate: Wizard||Learn 2 Cantrips and a 1st-level Spell from the Wizard Spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all these spells is Intelligence.|
|Martial Adept||Learn two maneuvers from the Battle Master archetype and receive 1 (additional) Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.|
|Mobile||Your Movement Speed increases. When you use the Dash action, difficult terrain doesn't slow you down. Moreover, if you move after making a melee attack, you don't provoke an Opportunity Attacks from your target.|
|Moderately Armored||You have Armour Proficiency with Medium Armour and shields, and your Strength or Dexterity increases by 1, to a maximum of 20.|
|Shield Master||Gain +2 bonus to Dexterity Saving Throws when wielding a shield.|
If a spell forces you to make a Dexterity Saving Throw, you can use your reaction to shield yourself and diminish the effect's damage.
On a failed save, you only take half damage. On a successful save, you don't take any damage, even if you normally would.
|Skilled||You gain Proficiency in 3 Skills of your choice.|
|Tough||Hit point maximum increased by 2 for each level.|
|Weapon Master||Increase your Strength or Dexterity by 1, to a maximum of 20, and gain proficiency with four weapons of your choice.|
New Announced Feats
With the release date getting nearer and nearer, new features and functions are being announced by Baldur’s Gate 3 developers. That means when it gets fully released, players will most likely get a new experience from it.
With all that content, it will also have new Feats for the players to unlock. There are some highly requested Feats, among many others. Here are all of the Feats that were announced. We’ve acquired Baldur’s Gate 3 Feats description from different Reddit pages, as it hasn’t been officially announced yet. But remember, the descriptions and how these Feats work can get changed when the full version of Baldur’s Gate 3 is released.
|Actor||Increases your Charisma score by 1, to a maximum of 20. It also allows you to have an advantage on Deception and Performance when you’re trying to pass off as a different person.|
|Alert||With the Alert feat, you won’t be surprised when you’re conscious. It gives you a +5 bonus initiative. Other creatures can’t take advantage of being unseen and take advantage of attack rolls.|
|Charger||When you use Dash as an action, you can use a bonus action to make one melee weapon attack or shove a creature. If you move in a straight line before using this bonus action, you either get a +5 bonus attack’s damage roll or push the target up to 10 feet away.|
|Crossbow Expert||When you’re proficient with a crossbow, you can ignore its quality. If you’re within 5 feet of a creature, you don’t get a disadvantage on your attack rolls. If you use your Attack action to attack with a one-handed melee weapon, you can utilize a bonus action to attack with a crossbow that you have.|
|Dungeon Delver||You gain the Perception and Wisdom that help you locate secret doors. You can avoid or resist traps. If they hit you, you have resistance to the trap’s damage. Traveling at a fast pace won’t impose a -5 penalty on your passive Perception score.|
|Durable||Increases your Constitution score by 1, to a maximum of 20.. If you roll a Hit Die to regain HP, you will gain a minimum HP that will be equal to twice the Constitution modifier.|
|Elemental Adept||With this feat, you can choose any one of the following damages: acid, cold, fire, lightning, or thunder. Your spells can ignore resistance to their damage type. You can choose the feat multiple times as long as you choose a different attack type.|
|Heavy Armour Master||Increase your Strength score by 1, to a maximum of 20. With the heavy armor, the bludgeoning, piercing, and slashing damage from non-magical attacks is reduced by 3.|
|Lucky||You can spend one of the three extra Luck points to roll a d20 when using an attack roll, ability check, or a saving throw. When someone attacks you, you can roll a d20, and by using your Luck points, choose the attack uses the attacker’s roll or yours. The expanded Luck points are regained after a Long Rest.|
|Mage Slayer||If any creature within 5 feet casts a spell on you, you can make a melee attack on them using your reaction. You have the advantage of saving throws against spells cast by creatures within 5 feet of you.|
|Medium Armour Master||When you’re wearing medium armor, add 3 to your AC if your Dexterity is at 16 or higher. Medium Armor doesn’t give disadvantages to Stealth.|
|Observant||Increases your Intelligence or Wisdom score by 1, to a maximum of 20. You have a +5 bonus for your passive Perception and passive Investigation scores. Allows you to understand a creature’s (whose language you understand) wording by reading its lips.|
|Performer||Increase your Charisma score by 1, to a maximum of 20. You can distract one humanoid who can see you. You get Proficiency in Performance Skill. If you already have it, you get a double proficiency bonus in Performance Skill.|
|Polearm Master||If you attack with a glaive, halberd, quarterstaff, or spear, you can use a bonus attack to use its back in a melee attack. Other creatures provoke an opportunity attack when they are in reach with your glaive, halberd, quarterstaff, or spear.|
|Resilient||You can choose one ability score. Increase the chosen ability score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability.|
|Ritual Caster||You gain a ritual book that you can use to cast Rituals. You get two 1st-level spells. The spells must have the Ritual tag on them.|
|Savage Attacker||Once per turn, when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.|
|Sentinel||If you are attacked by a creature with an opportunity attack, its speed becomes 0 for the rest of the turn. If the creature attacks another creature, you can use your reaction to make a melee attack against the attacking creature.|
|Sharpshooter||Attacking at long range doesn’t impose a disadvantage on your ranged weapon attack rolls. The Ranged attacks ignore half and three-quarter cover. If you choose a -5 penalty to attack roll before attacking, and when that attack hits, you add +10 damage to the attack.|
|Spell Sniper||When an attack requires you to make the attack roll, the range is doubled. Ranged spell attacks ignores half and three-quarters covers. You learn one cantrip that requires an attack roll.|
|Tavern Brawler||Increase your Strength or Constitution score by 1, to a maximum of 20. An unarmed strike uses a d4 for damage. When your unarmed strike or improvised weapon hits an enemy, you can use bonus action to attempt to grapple the target.|
|War Caster||You have the advantage on Constitution saving throws that allow you to have your concentration on a spell when taking damage. When a hostile creature provokes an opportunity attack from you, you can cast a spell on it. The spell must have a casting time of 1, and only deals damage to that creature.|
My Tips Regarding The Ideal Feats
Feats are an extremely subjective mechanic in Baldurs Gate 3. Naturally, I will remain biased towards casters as they are my favorite classes in BG3. After many weeks of fighting Wraiths and goblins, the Spell Sniper Feat has proved itself to me to be the best Feat for Sorcerers.
However, Sorcerers aren’t for everyone, and I did my fair share of tampering with Karlach as well. In my experience, Tavern Brawler performed the best with Barbarian builds. Alternatively, if you want a safer experience with close combat builds, the Durable Feat won’t disappoint you at all.
The Baldur’s Gate 3 Feats are a huge aspect of Character’s abilities in the Early Access. They will remain useful in the late game, too. That being said, there are different aspects to the game, too. Players can do many things, one of them being Baldur’s Gate 3: Bear Scene, where players can romance a Bear; weird, right?
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