opt wisely !
Creating a powerful character can be challenging in Baldur ’s Gate 3 . There are so many options it can be overwhelming , like when deciding what thebest cantrips to pick are . Another area that can be confusing and hard to narrow down is feats ; with so many to take from , you may be wondering what the estimable one in Baldur ’s Gate 3are .
Baldur’s Gate 3 - All Feats, Ranked (Tier List)
Feats can be choose in plaza of a stat increase at stage four , eight , and twelve , mean you could take up to three feats . These stove in utility , so consider your habitus carefully before pick up a feat . you may always respec if you do n’t wish your choice , so do n’t get too concerned if you make a fault . Let ’s plunge into the best exploit in Baldur ’s Gate 3 .
S-Tier
Ability Improvement
This is easy one of the best and easiest pick to make . Some feats give a +1 to stats , but this present you two points to sum to any stat , whether you bid to summate them to the same or split them up . This tends to be my option each time I raze up , unless I have a specific anatomy in mind .
Alert
Initiative is an important aspect of armed combat , so attain +5 to it is brilliant . This let you to place yourself at the front of a combat ’s turn parliamentary law and allow you to move first ; you also can not be surprised , which is particularly helpful when apportion with stealthy enemies . qui vive is one of my favorite feat , and I often pick it , especially if I line up my character fall behind in inaugural guild .
Lucky
Lucky is well one of the good feats in the game , giving you three chances to gain reward on plan of attack roller , ability tick , or saving throws — it ’s less a shot of lot and more divine inspiration . The bad part is determine when to get your costless reward , but that is a good trouble to have .
Magic Initiate
get more spell is always a fillip , making Magic Initiate quite powerful . Its utilisation goes up reckon on what class you choose , but Warlock for Eldritch Blast , Cleric for Guidance , or Druid for Shillelagh are always serious choices . you may use Magic Initiate to round out your spellcasting ; just check that your stat for that spell choice is estimable enough to use it .
Mobile
Mobile River is an awesome feat for warlike classes , but it is also estimable for spellcasters . It provide extra movement so you could move around the battlefield gentle , but being able to disengage after pee a melee attack is muscular for crossing the battlefield and shut down enemies . You do n’t even need to bring the attempt to trigger this effect .
Skilled
While not as helpful in combat , gather technique in three skills suddenly increase your character ’s public utility company . you could choose any skills you desire , whether you want to meet in some weaknesses or play even more to your strengths . It proves itself handidly when you have various options for handling a situation .
A-Tier
Actor
Actor provides a bonus to your Charisma and help you take reward of thaumaturgy and Performance . It doubles your bonus in these skills , get you a powerful face character . It also give you the science if you do not presently have them , so you may use this to round off out a debile Charisma skill puddle , or to become even more proficient at deceit .
Defensive Duelist
As a Dex - based Paladin , Defensive Duelist has saved me on multiple occasions . The ability to sum up my proficiency to my AC has caused many attacks to miss and keep my reference in the competitiveness . While the sacrifice of my chemical reaction hurts , my Paladin typically fights side - by - sideKarlachor a spiritual arm , both of which can cede an opportunity attack for him .
Great Weapon Master
Make an additional melee attack as a fillip action of landing a decisive hit or finish snow and gain an extra 10 impairment on attacks , but you make attacks at -5 . The latter can be offset with Reckless Attack , Bardic Inspiration , and other power . Using GWM is an loose way to land muscular attack if you could work around it .
Polearm Master
Polearm Master is one part of D&D ’s most cheesiest combo ( the other being Sentinel ) , but is still quite good on its own . It provide you to make chance attacks when a target comes in range , which is especially strong on weapons with reach ; it also let you use a fillip action to assault with the butt of your weapon .
Sentinel
Sentinel let you make an attack on target that attack one of your friend , provided they are in reach . It also gives you advantage on chance attacks and reduces that creature ’s movement to zero when you land on an opportunity attack . Combine this with Polearm Master and you could keep an foe both out of range and forestall them from running forth .
Sharpshooter
Sharpshooter has the same perk and convict of Great Weapon Master , sacrificing your chance to score with a -5 modifier gene but dealing an extra 10 damage on a successful barb . You also ignore the formula of high ground , allowing you to fight from the ground just as effectively as above . Ranged fire have somewhat fewer choice to extenuate the -5 to arrive at , but you may still get around this ( stealing being a main one ) .
Tavern Brawler
Tavern Brawler is a handy feat for times when you incur yourself unarmed , and contribute to habitus focus on throwing items and weapon or even tossing enemies off drop-off . It allows you to add duplicate your Strength modifier to unarmed attack and throw , which can be very strong for characters with gamy Strength scores . With the correct frame-up , this feat lets you deal upward of 100 terms , but you need to work up around it for it to be good .
Tough
Health is one of the most crucial aspects of Baldur ’s Gate 3 , as it is directly tied to whether your character lives or drop dead . For this reason alone , Tough is a not bad choice of effort because it gives an additional two strike point per layer . This may not seem like much , but it adds up and is especially noticeable for characters with little health to set off off with .
War Caster
War Caster can turn your spellcaster into a true war wizard , necromancer , cleric , bard , warlock , or druid . Doing so gives advantage on concentration saves , which are crucial for keeping concentration charm active . It also allows melee spell — principally lurid Grasp — to be used in place of opportunity attacks . This can be middling strong , albeit situational .
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B-Tier
Athlete
Athlete is n’t uncollectible , but it gets rank by upright feats . Gaining a boost to Strength or Dexterity can help round out out your stats or get you that better changer , but its other perquisite is somewhat lackluster . While stand up from a prone locating requiring less movement and a better jump are safe for staying mobile , they are more situational than useful .
Dual Wielder
Anyone building a two - artillery fighter will desire Dual Wielder , as it gives a bonus to AC and lets you double - wield weapons that are n’t light . With that , your options are greatly expanded and your blast dispatch harder . Even if you do n’t use non - light weapon , getting the AC bonus while dual - maintain is a swell welfare since you sacrifice a cuticle .
Durable
Durable is another feat that gives a bonus to your stats . The +1 to Constitution can be helpful for characters lacking in this region and helps get more HP . That said , the ability to regain all strike points on a short ease can be helpful if you take many of these . Can be extremely good on characters with large health pools .
Mage Slayer
Mage Slayer is a feat that offers situational benefit , but super hefty ones when you’re able to take advantage of them . My favorite part is forcing a spellcaster to make their concentration save at disadvantage when striking them , so it ’s harder for them to keep their spells up . The melee benefits are ok , but most spellcasters will simply keep their distance or adjudicate to run out .
Resilient
Resilient allow you to increase any stat by one and gain proficiency in that stat ’s rescue throw . I see this to be most useful for spellcasters , as it allows them to gain proficiency in Constitution , which is helpful for succeed on engrossment checks . Other than that , I typically avert Resilient in favor of other feats .
Savage Attacker
For those who want to increase their damage , Savage Attacker ensures you have the great chance of rolling richly . The bigger your artillery ’s hit dice , the more helpful Savage Attacker will be .
Spell Sniper
Spell Sniper has been nerfed from its 5E version , but is still a fairly decent effort . You gain an extra cantrip to blow up your spellbook , and hit a critical hit on a 19 and a 20 . you could heap this feat to further increase your critical reach , but I do n’t recommend it .
associate : Baldur ’s Gate 3 Soul Coin Locations ( Map )
C-Tier
Crossbow Expert
Crossbow Expert sounds sound on report , but if you debate your ranged character wants to deflect melee combat , it becomes less useful . That sound out , it countenance you to fight effectively with a crossbow at close kitchen stove , but you could also just switch weapons since this is a free action in Baldur ’s Gate 3 . The doubled prison term for Gaping Wounds rent you inflict additional haemorrhage , but overall is lusterless .
Martial Adept
Anyone who has played a Battle Master Fighter know they have some powerful and awesome maneuvers , which you may pick up yourself with Martial Adept . This feat gives you a superiority dice and two warriorlike manoeuvre to use it on , which can alter the effect of your approach and give you various bonuses when in melee combat .
Ritual Caster
Ritual Caster is like Magic Initiate , except less useful . Instead of learning any two spells , you must learn ritual spell , limiting your options . to boot , you do n’t get a cantrip , so you are stick with the ritual spells . While ritual spells are n’t bad , they are less utile than other spells , making Magic Initiate the ranking choice .
Shield Master
Any martial using a shield should regard this exploit , especially if they have down Dexterity . This give a +2 fillip to Dex saves , which can be ready to hand against the notorious Fireball . you could also reduce the effects of a piece that requires a Dex save , potentially taking no damage . Overall , this is principally a defensive feat with situational economic consumption .
D-Tier
Charger
Charger simply is n’t worth piece up , really only giving you two additional attack types ( neither of which is particularly good ) . This is especially rightful turn over you are likely exit to be adhere in combat after first using a charge , meaning you need to disengage before using it again .
Dungeon Delver
Dungeon Delver is n’t terrible , but it is n’t that good either . Having advantage in find trap and save throw against them is helpful , but a mellow Perception will typically do just ticket . Still , if you are tired of setting off traps , it may be deserving picking this feat up .
Elemental Adept
Elemental Adept is fairly pointless . Unless your whole build orb around a single damage type , selecting this effort is unnecessary . Changing spells or damage types is good than wasting an entire exploit on transfer a helplessness to a individual hurt type .
Heavily Armored/Lightly Armored
Gaining technique in heavy or low-cal armor is easily obtained by most form that want to apply them . If you do n’t already have either of these , you might as well just multiclass into paladin and get the other benefits of the form , rather than using a exploit to do so .
Heavy Armor Master/Medium Armor Master
Heavy Armor Master is not deserving desolate a feat to reduce three points of non - magical damage . Even at low level , there are better usage for a effort . metier Armor Master does have its perk of removing stealth disadvantage from medium armor and increasing your Dexterity modifier limit for AC , but you could just use light armor to get around this .
Moderately Armored
pretty Armored is not the most useful , as all it does is give you average armor and cuticle technique . There are other ways to gain these , so using a feat to do this is something of a waste .
Performer
Do n’t bother hire this feat unless you really want to form a band . Bards are about the only class that ask proficiency in musical instruments ( something you will already have ) , so I highly recommend just make for an instrument badly and letting your Bard carry your skill .
Weapon Master
arm Master is another useless exploit that lets you apply various weapons . Most martial grade should have a comfortable amount of weapons they can choose from , and spellcasters should n’t be near enough to need to use them .
Best Feats for All Characters
For more entropy on Baldur ’s Gate 3 , tick off outBG3 Tactician Difficulty Guide – Baldur ’s Gate 3 Difficulty DifferencesandBG3 – How to heal the Shadow Curseon Pro Game Guides .