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Want to know about Baldur’s Gate 3 feats? In an RPG game as nuanced as Baldur’s Gate 3, there are loads of ways to improve your character. Feats help you do that and more by providing important buffs that can affect your interactions with the world.
If you’re looking forward to playing Larian Studios’ latest title, here’s the new Baldur’s Gate 3 release date across platforms. The RPG has promised ‘more cinematic dialogue than three times all three Lord of the Rings novels.’ A BG3 Steam community update also mentions ‘174 hours of cinematics, more than twice the length of Game of Thrones.’
Best feats in Baldur’s Gate 3
With a variety of powerful perks to pick from, here are the best feats in Baldur’s Gate 3. Remember that some of the other feats on this list will be more suited to your specific class or subclass. All of these options are great for players looking to lean into a particular way of interacting with the Forgotten Realms and its inhabitants. Here are some feats that go well with most classes:
- Ability Improvement – you gain two points that can be allocated to an ability. This improves your odds of clearing ability checks, especially when it comes to combat and dialogue. Improved damage, successful rolls, and bonuses are sweet additions to any character’s build.
- Great Weapon Master – While this does give a -5 to attack rolls, you gain +10 to damage. This is an insane buff for melee-focused classes like Fighters, Barbarians, and Paladins. But they also have a higher chance of missing this way. In addition to this, killing blows and critical hits give this character another attack as a bonus action. This could let you wreck even the most durable monsters you encounter.
- Magic Initiate: Warlock – Getting a spell slot, two cantrips, and a level 1 spell are solid boosts to Charisma-based characters. Hex is a good pick that does necrotic damage while making an enemy suffer from disadvantage for an ability of your choice. It also returns your spell slot if you kill this enemy. Eldritch Blast, favored by Warlocks of all kinds, is another potent addition that most enemies aren’t resistant against.
- Sharpshooter – Think of this as the ranged version of Great Weapon Master.
- Tough – +2 max HP per level is a solid boost to health. This can let frail classes like the Wizard handle minor injuries in combat.
- Lucky – The ability to reroll any three attack rolls or saving throws is a great “get out of jail” card. Any class can take advantage of this and it gives players an option to turn the tables on their foes.
Here’s a list of all the best feats in Baldur’s Gate 3 for each class.
Best Barbarian feats
The Barbarian class in Baldur’s Gate 3 is all about straightforward damage. Their rage ability extends their offensive capabilities. Subclasses like the Wildheart also let you use this rage for heals and other defensive options. Here are the best Barbarian feats in Baldur’s Gate 3:
- Savage Attacker: When making weapon attacks, you roll your damage dice twice and use the highest result.
- 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 a Heavy melee weapon you are Proficient with can deal an additional 10 damage at the cost of a -5 Attack Roll penalty.
- Durable: Your Constitution increases by 1, to a maximum of 20. You regain full hit points each time you take a Short Rest.
Disable Great Weapon Master to finish first
Remember that you can turn off Great Weapon Master attacks if you want to deal less damage with a higher chance to hit.
Best Bard feats
The Bard is focused on versatility. While they’re quite charming in a conversation, the right build can let them be useful in combat too. They can cast a decent number of spells too. Here are the best Bard feats:
- Ability Improvement: Get two ability points to spend on Baldur’s Gate 3 abilities. Improve Charisma to the next even value.
- 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 Armour Class, possibly causing the attack to miss.
- 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.
You can be a Warlock too
The Magic Initiate: Warlock feat lets you pick up Eldritch Blast and Hex, my favorite Warlock cantrips. The former deals Force damage and the latter lets you disadvantage enemies for any ability of your choice.
Best Cleric feats
Clerics are solid at both keeping enemies at bay and enhancing your party’s odds of survival. It’s a good idea to lean onto these advantages. Also remember to keep the Guidance cantrip for ability checks. Here are the best Cleric feats in Baldur’s Gate 3:
- Medium Armour Master: 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.
- 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.
- Ability Improvement: Grants two ability points. Build Wisdom up to the next highest even value.
Best Druid feats
Druids are another versatile class in the game. Being able to Wild Shape lets you take on combat or become tiny and enter cracks on walls and crevices. You can also take advantage of unique spells to morph the battlefield. Here are the best Druid feats:
- 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.
- 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.
- Ability Improvement: Gain two ability points. Improve Wisdom as it impacts nearly everything a Druid does.
Best Fighter feats
The most straightforward option in Baldur’s Gate 3, Fighters are great for beginners. Subclasses like the Battle Master can really amp up the heat on Faerun’s monsters. Here are the best Fighter feats in the game:
- Alert: You gain a +5 bonus to Initiative and can’t be Surprised.
- Sentinel: When an enemy within 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.
- Tough: Your hit point maximum increases by 2 for every level you have gained.
Best Monk feats
The Monk uses hand-to-hand combat but don’t let that trick you. By using Ki points, they can unleash devastating abilities on the battlefield like Flurry of Blows. Here are the best Monk feats in the game:
- 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.
- Martial Adept: 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.
- 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.
Best Paladin feats
Paladins use divine might to excel in direct combat. Thanks to Heavy Armour, they can take quite a beating. Their defensive spells and large health pool help too. Here are the best Paladin feats:
- Charger: You gain Charger: Weapon Attack and Charger: Shove.
- 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 armour.
- 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.
Best Ranger feats
The Ranger class is great at causing damage from afar. Just don’t let enemies surprise you or get too close. But with Dual Wielding, you can deal solid damage via melee too. This sneaky class gains even more abilities thanks to its deep subclass system. Here are the best feats for Rangers:
- Dual Wielder: You can use Two-Weapon Fighting even if your weapons aren’t Light, and you gain a +1 bonus to Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Heavy weapons.
- 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 Rolls, but deal an additional 10 damage.
- Skilled: You gain Proficiency in 3 Skills of your choice.
You can disable the Sharpshooter feat
Just like Great Weapon Master, you can disable Sharpshooter for more accurate attacks when required.
Best Rogue feats
The sneaky Rogue class are excellent fighters from the shadows. Just remember that their health isn’t great. The Assassin subclass is a personal favorite of mine, letting you hit hard during the first round of combat. And if you’re good at stealth, an enemy’s first round might be their last. They’re great at spotting traps and lockpicking too. Here are the best Rogue feats:
- 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.
- 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.
- Ability Improvement: Gain two ability points. Focus on Dexterity.
Best Sorcerer feats
Sorcerers don’t need to prepare spells like Wizards. But they have fewer spells to play with at once. If that sounds like an issue, remember that Sorcerer spells hit even harder than their other counterparts. Here are the best Sorcerer feats in the game:
- 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.
- 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.
- War Caster: You can also use a reaction to cast Shocking Grasp at a target moving out of melee range.
Stay safe with Misty Step and Expeditious Retreat
Frail characters like Sorcerers, Warlocks, and Wizards can stay away from enemies with these spells. You can also push enemies away to avoid opportunity attacks while moving.
Best Warlock feats
Warlocks draw their power from a pact they make with a demonic patron. And this means that they have unique spells of their own. Their spell slots can be replenished by a Short Rest, making them last longer than other spellcasters. Here are some Warlock feats to step up their utility:
- Ritual Caster: You learn two ritual spells of your choice.
- 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.
- 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.
Best Wizard feats
The Wizard class uses the power of the Weave to inflict harm on your foes. They have a good number of spells up their sleeve but remember that you can only prepare some of them beforehand. Here are the best Wizard feats:
- Ability Improvement: Gain two ability points. Improve Intelligence.
- 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.
- 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.
List of feats in Baldur’s Gate 3
There are 37 confirmed feats in Baldur’s Gate 3. Each of them offers unique advantages to your character. They become available when your characters reach Level 4. You can choose feats or improve Baldur’s Gate 3 abilities directly. This also improves your ability score which directly impacts how your character performs in-game.
Here’s the list of feats that were made available first in Baldur’s Gate 3:
- Athlete – Increase maximum Strength/Dexterity by one. Standing after using prone uses less movement points. This lower penalty lets you move more. Your jump distance is also bumped up by 50%.
- Defensive Duelist – Use your reaction to boost your AC (armour class) when your character is hit by a melee attack.
- Dual Wielder – Add more AC when you dual-wield weapons. You can now wield two heavy weapons.
- Great Weapon Master – A critical hit or a kill with a melee weapon gives you another bonus melee attack.
- Lightly Armoured – Gain light armour proficiency and increase your Dexterity/Strength by one point.
- Moderately Armoured – Gain medium armour proficency and increase your Strength by one point.
- Heavy Armoured – Gain heavy armour proficiency and increase your Strength by one point.
- Magic Initiate Bard – Learn 2 cantrips and a 1st-level spell from the Bard spell pool.
- Magic Initiate Cleric – Get one spell slot, learn two cantrips, and a level 1 spell from the Cleric spell pool.
- Magic Initiate Druid – Learn 2 cantrips and a 1st-level spell from the Druid spell pool.
- Magic Initiate Warlock – Get one spell slot, learn two cantrips, and a level 1 spell from the Warlock spell pool.
- Magic Initiate Wizard – Get one spell slot, learn two cantrips, and a level 1 spell from the Wizard spell pool.
- Martial Adept – Learn two moves from the Battle Master archetype. You receive a superiority dice to fuel it. Gain a warn superiority dive after a long rest or short rest.
- Mobile – Increase your character’s movement speed. You are no longer slowed by difficult terrain. You also don’t trigger an opportunity attack from enemies after attacking.
- Shield Master – Gain +2 to your Dexterity saving throws when you have a shield. Your reaction can be used to potentially shield yourself from spells.
- Skilled – Gain proficiency in any three skills.
- Tough – Increase max health points by two per level.
- Weapon Master – Increase Strength/Dexterity by one and become proficient in any four weapons.
New feats in Baldur’s Gate 3
And here’s the new list of feats that were made available in Baldur’s Gate 3 at launch:
- 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 – 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. Move in a straight line for +5 bonus attack 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. Travelling 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 – Your spells can ignore resistance to a certain damage type. You can choose the feat multiple times as long as you choose a different attack type. Choose any one of the following damages: acid, cold, fire, lightning, or thunder.
- 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.
- 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 – Increase your Intelligence or Wisdom by 1, up to 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 gain proficiency in Performance and Musical Instrument proficiency.
- 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.
- 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.
- 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.
Pick feats that compliment your Baldur’s Gate 3 abilities and class. Boosting stats like Int (intelligence), Str (strength), Dex (dexterity), Cha (charisma), or Wis (wisdom) influence your attack rolls and ability improvements against any creature. A spellcasting modifier can also shape your fighting style. While some of them provide neat stat upgrades, other feats offer unique ways to influence combat and dialogue. Remember, combat isn’t everything in Baldur’s Gate 3.
That’s all the feats we know about in Baldur’s Gate. Use them to gain an advantage in both combat and exploring the world. Our Baldur’s Gate 3 Barbarian guide is worth a look if you’re looking to crack monster skulls on your first playthrough. And if you’re wondering what to do with the Baldur’s Gate 3 Necromancy of Thay, we’ve got a guide for that too. Now get to level 4 and pick a feat.
Baldur’s Gate 3 feats FAQ
What are the Baldur’s Gate 3 feat levels?
Characters can get feats at level 4, level 8, and level 12 in Baldur’s Gate 3.
How many feats can a character have in Baldur’s Gate 3?
Players can pick a maximum of three feats if they fully level up in BG3.
Baldur’s Gate 3
- Platform(s): macOS, PC, PlayStation 5, Xbox Series S, Xbox Series S/X, Xbox Series X
- Genre(s): Adventure, RPG, Strategy