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Baldur's Gate 3: Best Feats For Every Class

Certain feats are absolutely incredible for any class and others are great only for certain classes.
Baldur's Gate 3: Best Feats For Every Class

Baldur's Gate 3 has a few different ways of making your character more powerful. You can equip armor and items, you can use performance (no, not the stat) enhancing items or you can just level yourself up and take feats. Feats (or Features) are things that you can only do at certain levels, and that make you much more powerful. Some are great for any class, but some are perfect for specific classes.

Best Feats For Every Class

Okay, so certain feats are great for every class and are worth considering regardless of your class. As you'll notice as you get deeper into the list, there's a lot of crossover in the feats that you can use for certain classes, but we'd recommend that you use Tough for any Spellcaster class due to the lower health they get.

Ability Improvement 

An Ability Improvement is taken in the place of a feat and allows you to increase two of the core stats by 1, or one of the core stats by 2. 

Lucky

The Lucky feat is great for literally any class, giving you three Luck points that you can spend to reroll any attack rolls, ability checks, or saving throws, or even make your opponent reroll their attack rolls! These refresh each night on a long rest, so they can be extremely useful in big battles.

Tough

The Tough Feat is extremely simple. You gain two hit points per level for every level you gain. What this means is that by the time you hit Level 12 and max out your character, you'll have an additional 24 hit points!

Best Feats For Barbarians

  • Great Weapon Master - Whenever you land a critical hit or kill an enemy with a melee weapon attack, you can use a bonus action to make another melee attack. By taking -5 to your Attack Roll you can deal an additional ten damage with a heavy melee weapon you're proficient with.
  • Martian Adept - Martial Adept gives you two manoeuvers from the Battle Master subclass and you gain one Superiority Die which refills after a Short or Long Rest.
  • Mobile - Mobile increases your movement speed and makes it so difficult terrain doesn't slow you down when you dash. If you move after making a melee attack, then you don't provoke an Opportunity Attack from the person you attacked.
  • Savage Attacker - When making weapon attacks, roll your damage dice twice and use the highest result

Best Feats For Bards

  • Actor - Your Charisma increases by 1, to a maximum of 20. Your proficiency bonus is also doubled for Deception and Performance Checks.
  • 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
  • Performer - You gain Musical Instrument Proficiency and your Charisma increases by 1
  • 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 Feats For Clerics

  • Heavily Armoured - You gain proficiency with Heavy Armor and your strength is increased by 1
  • Mobile - Mobile increases your movement speed and makes it so difficult terrain doesn't slow you down when you dash. If you move after making a melee attack, then you don't provoke an Opportunity Attack from the person you attacked.
  • Sentinel - When an enemy within melee range attacks an ally, you can use a reaction to make a weapon attack against that enemy. You gain advantage on opportunity attacks, and when you a hit create with an opportunity attack, it can no longer move for the rest of its turn

Best Feats For Druids

  • Mage Slayer - Whenever a creature casts a spell within melee reach of you, you have advantage against that saving throw. You can use a reaction to immediately make an attack against the caster, and any enemies you hit have disadvantage on concentration saving throws. 
  • Mobile - Mobile increases your movement speed and makes it so difficult terrain doesn't slow you down when you dash. If you move after making a melee attack, then you don't provoke an Opportunity Attack from the person you attacked.
  • Savage Attacker - When making weapon attacks, roll your damage dice twice and use the highest result

Best Feats For Fighters

  • Alert - You gain +5 to your initiative bonus and cannot be surprised
  • Great Weapon Master - Whenever you land a critical hit or kill an enemy with a melee weapon attack, you can use a bonus action to make another melee attack. By taking -5 to your Attack Roll you can deal an additional ten damage with a heavy melee weapon you're proficient with.
  • Heavily Armoured - You gain proficiency with Heavy Armor and your strength is increased by 1
  • Savage Attacker - When making weapon attacks, roll your damage dice twice and use the highest result

Best Feats For Monks

  • Athlete - Your Strength or Dexterity increases by 1. When you are prone, standing up uses less movement, and your jump distance increases by 50%.
  • Alert - You gain a +5 for your Initiative and can't be surprised
  • Mobile - Your movement speed increases, and difficult terrain doesn't slow you down when you dash. If you move after making a melee attack, you don't provoke Opportunity Attacks from your target
  • Tavern Brawler - Increase your Strength or Constitution by 1. Whenever 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 Feats For Paladins

  • Charger - You gain Charger: Weapon Attack and Charger: Shove
  • Heavy Armor Master - Your Strength increases by 1. Incoming damage from non-magical attack also decreases by 3 while you're wearing armor
  • Mobile - Your movement speed increases, and difficult terrain doesn't slow you down when you dash. If you move after making a melee attack, you don't provoke Opportunity Attacks from your target
  • Savage Attacker - When making weapon attacks, roll your damage dice twice and use the highest result

Best Feats For Rangers

  • Dual Wielder - You can use Two-Weapon Fighting even if your weapons aren't Light, and you gain a +1 to your armor class whenever you're wielding a melee weapon in each hand.
  • Mobile - Your movement speed increases, and difficult terrain doesn't slow you down when you dash. If you move after making a melee attack, you don't provoke Opportunity Attacks from your target
  • Sharpshooter - You don't receive penalties from high-ground rules. Ranged weapons you're proficient with take a -5 penalty to their attack rolls, but deal an extra 10 damage

Best Feats For Rogues

  • Actor - Your Charisma increases by 1, to a maximum of 20. Your proficiency bonus is also doubled for Deception and Performance Checks.
  • Alert - You gain a +5 for your Initiative and can't be surprised
  • Mobile - Your movement speed increases, and difficult terrain doesn't slow you down when you dash. If you move after making a melee attack, you don't provoke Opportunity Attacks from your target
  • Sharpshooter - You don't receive penalties from high-ground rules. Ranged weapons you're proficient with take a -5 penalty to their attack rolls, but deal an extra 10 damage

Best Feats For Sorcerers

  • Elemental Adept: Your spells ignore resistance to a damage type of your choice. You cannot roll a critical fail on those spell types
  • Spell Sniper: The number you need to roll a Critical Hit is reduced by 1, and you learn a cantrip of your choice.
  • 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 Feats For Warlocks

  • Ritual Caster - You learn two ritual spells of your choice (this means you can cast them without expending a spell slot)
  • 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 Feats For Wizards

  • Elemental Adept: Your spells ignore resistance to a damage type of your choice. You cannot roll a critical fail on those spell types
  • Spell Sniper: The number you need to roll a Critical Hit is reduced by 1, and you learn a cantrip of your choice.
  • 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.