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Baldurs Gate 3 Guide, Walkthrough by gamepressure.com

Baldurs Gate 3 Guide, Walkthrough

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Baldurs Gate 3: Feats Guide Baldurs Gate 3 guide, walkthrough

In this chapter of the Baldurs Gate 3guide, you will find a list of all the Feats along with their exact description, as well as the answer to the question of which Feats are the best.

In Baldurs Gate 3, Feats can be defined as special passive talents unlocked at Level 4 that provide characters with additional abilities or properties. Some of them require heroes to meet a certain condition, such as proficiency in medium armor, but the vast majority are available for all classes. Special attention should be paid to Ability Improvements, a feat that gives your character additional 2 ability points to distribute.

In the table below, we list and accurately describe all the Feats available in Baldurs Gate 3 - Baldurs Gate 3: Feats Guide - Basics - Baldurs Gate 3 Guide, Walkthrough

All feats - list

In the table below, we list and accurately describe all the Feats available in Baldurs Gate 3.

Ability Improvements

Increase the level of one ability by 2 points or two abilities by 1 point. You cannot increase the level of an ability above 20 points.

Requirements: available to all classes after reaching experience level 4.

Notes: We suggest adding the ability points to full values like 16 or 18, because additional modifiers are counted from even numbers (+1 to a modifier every 2 points).

Athlete

Increase Strength or Dexterity of the hero by 1 point to a maximum of 20 points. Getting back up after Prone uses less movement points.

Requirements: available to all classes after reaching experience level 4.

Defensive Duelist

When your character is attacked by a melee attack, you use reaction to increase your armor class (KP), so that the attack may miss.

Requirements: available to all classes after reaching experience level 4.

Dual Wielder

The hero receives a bonus of 1 armor class (KP) when he holds a melee weapon in each hand. The character can fight with two weapons even in a situation where the weapon is not light.

Requirements: available to all classes after reaching experience level 4.

Great Weapon Master

When a melee attack is critical (score 20 on the attack dice) or kills a creature, the hero can perform another melee attack as an additional action. When attacking with a heavy weapon, which the character is fluent in, he receives a -5 penalty for attack rolls, but the damage done is increased by 10.

Requirements: available to all classes after reaching experience level 4.

Heavy Armoured

The hero gains proficiency in heavy armor, and his level of strength increases by 1 point, to a maximum level of 20 points.

Requirements: Medium Armor Proficiency

Classes with proficiency in medium armor: Ranger, Fighter, Cleric.

Races with proficiency in medium armor: Shield Dwarves, Githyanki.

Lightly Armoured

The hero gains proficiency in light armor, and his strength or dexterity level increases by 1 point, up to a maximum of 20 points.

Requirements: available to all classes after reaching experience level 4.

Magic Initiate: Cleric

The hero receives a level 1 spell slot, which is renewed after a long rest. The character also learns two cantrips and one level 1 spell from the Cleric's spell list. The basis for these spells is Wisdom.

Requirements: available to all classes after reaching experience level 4.

Magic Initiate: Warlock

The hero receives a level 1 spell slot, which is renewed after a long rest. The character also learns two cantrips and one level 1 spell from the Warlock's spell list. Your spellcasting modifier for these spells is Charisma.

Requirements: available to all classes after reaching experience level 4.

Magic Initiate: Wizard

The hero receives a level 1 spell slot, which is renewed after a long rest. The character also learns two cantrips and one level 1 spell from the Wizard's spell list. Your spellcasting modifier for these spells is Intelligence.

Requirements: available to all classes after reaching experience level 4.

Martial Adept

The hero learns two maneuvers from the Battle Master archetype and receives 1 (additional) superiority dice to fuel them. You retrieve a worn superiority dice after a short or long rest.

Requirements: available to all classes after reaching experience level 4.

Mobile

It increases the speed of the character. During Dash, difficult terrain does not slow down your movement. Moreover, if your character moves after performing a melee attack, it will not provoke an opportunity attack from the opponent.

Requirements: available to all classes after reaching experience level 4.

Moderately armored

The hero gains proficiency in medium armor and shields, and his level of strength increases by 1 point, to a maximum level of 20 points

Requirements: Light Armor Proficiency

Classes with proficiency in light armor: Ranger, Rogue, Fighter, Cleric, Warlock.

Races with proficiency in light armor: Shield Dwarves, Githyanki.

Shield Master

The hero gains a +2 bonus to Dexterity saving throws when wielding a Shield. If a spell forces the character to make a Dexterity saving throw, he can use the reaction to shield himself. After a Dexterity saving throw, you're immune to damage.

Requirements: available to all classes after reaching experience level 4.

Skilled

The hero gains proficiency in any combination of three skills of your choice.

Requirements: available to all classes after reaching experience level 4.

Tough

The maximum number of health points is increased by 2 for each character level.

Requirements: available to all classes after reaching experience level 4.

Weapon Master

Increase your character's Strength or Dexterity by 1 to a maximum of 20 points and become proficient with the four weapons you choose.

Requirements: available to all classes after reaching experience level 4.

Best feats

It is difficult to say unequivocally which Feats available in Baldurs Gate 3 are the best, because with their help everyone can adapt their characters to their own style of play. Surely Ability Improvements will always be a great choice for all character classes as they raise the value of the main attribute to the level of 18 points. The rest of the Feats can be split between different character classes.

  1. Ranger: Mobile, Dual Wielder (in case of wielding two weapons), Defensive Duelist (if your Ranger fights in melee range);
  2. Rogue: Mobile, Dual Wielder;
  3. Fighter: Defensive Duelist, Dual Wielder (if you want to use two weapons at the same time), Shield Master (in case of tank build);
  4. Cleric: Shield Master (clerics often use a shield and a single-handed weapon - defensive set);
  5. Warlock: Ability Improvements.
  6. Wizard: Ability Improvements.
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