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D&D: Baldur’s Gate 3 Does Feats Definitively

4 Minute Read
Oct 15 2020
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Feats are an optional rule in D&D, but if you’re playing in Baldur’s Gate 3, you’ll find they’re an important part of your character.

One of the most interesting things about Baldur’s Gate 3 is how it sort of reestablishes norms for your games of D&D. There are a lot of adaptations that the team at Larian made that tweak the 5E rules away from strict RAW, but in their place, you’ll find conveniences that make D&D run a little smoother. From initiative swapping to minor tweaks to spells–but one of most telling changes comes to feats. In D&D, feats are often an optional part of the game but in BG3, feats are an intended part of the design. Here’s a look at all the feats in the game!

via Larian

  • Athlete – The Athlete Feat increases the strength or dexterity of a player by 1, to a maximum of 20. They can also use less movement when they are prone.
  • Defensive Duelist – When a player is attacked with a melee attack while they have this feat, they can use their reaction to increase their Armor Class, which may make the melee attack miss.
  • Dual Wielder – With the Dual Wielder Feat, players can gain a bonus to their Armor Class while wielding a melee weapon in both hands. Players can also use two-weapon fighting with heavier weapons.
  • Great Weapon Master – If a player using the Great Weapon Master Feat scores a critical hit or kills a creature with a melee attack, they can make another melee attack as a bonus action. While using Heavy Weapons that the player is proficient with, attacks take a -5 penalty while their damage increases by 10.
  • Heavily Armored – With the Heavily Armored Feat, players can gain proficiency with Heavy Armor and increase their Strength by 1, to a maximum of 20.
  • Lightly Armored – Players with the Lightly Armored Feat can use it to gain proficiency with Light Armor and to increase their Strength or Dexterity by 1, to a maximum of 20.
  • Magic Initiate: Cleric – With the Magic Initiate: Cleric Feat, players will gain a spell slot of Level 1. This spell can be restored on a long rest. They can also learn two cantrips and one Level 1 spell from the Cleric spell list. The spellcasting modifier for the spells will be Wisdom.
  • Magic Initiate: Warlock – Using the Magic Initiate: Warlock Feat players can gain a spell slot of Level 1 to be restored after a long rest, similar to the Magic Initiate: Cleric Feat. The difference is that the player’s two cantrips and one Level 1 spell that they learn will be from the Warlock spell list, and the modifier is Charisma.

  • Magic Initiate: Wizard – Similar to the other two Magic Initiate Feats, Magic Initiate: Wizard gives players a Level 1 spell slot. They can also learn two cantrips and a Level 1 spell from the Wizard spell list, using an Intelligence modifier.
  • Martial Adept – For the Martial Adept Feat, players can learn two maneuvers from the Battle Master archetype and equip an additional superiority die. The expended die will be replenished after a rest.
  • Mobile – With the Mobile Feat, the player’s speed will increase. This means that when they use the Dash action, they won’t slow down over difficult terrain. Also, if they move after making a melee attack, they won’t provoke an opportunity attack from their target.
  • Moderately Armored – Using the Moderately Armored Feat, players will have proficiency with Medium Armor and Shields. Their Strength or Dexterity score will also increase by 1, to a maximum of 20.
  • Shield Master – With the Shield Master feat, players will gain a +2 bonus to Dexterity saving throws if they are wielding a shield. If a player has to make a Dexterity saving throw, they can use a reaction to shield themselves. If the save is successful, they will take no damage.
  • Skilled – Using the Skilled Feat, players will gain proficiency in any three skills of their choice.
  • Tough – With the Tough Feat, players will have their maximum hit points increased by 2 for each level.
  • Weapon Master – Using the Weapon Master Feat, players can increase their Strength or Dexterity by 1, to a maximum of 20.
  • Ability Improvements – With the Ability Improvements Feat, players will gain +2 ability points to spend between Strength, Dexterity, Constitution, Intelligence, and Wisdom.

There are a few minor tweaks here and there, notably Shield Master is missing its shove and there’s no Sharpshooter damage buff top infinity and beyond… but even so BG3 presents usb with a definitive take on feats.

Happy Adventuring

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Author: J.R. Zambrano
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