Baldur's Gate 3

FEATS:

- Feats are obtained at levels 4, 8, and 12 for all classes.

- Aside from Ability Improvement, all Feats may only be taken one time.

- Each choice of Feat should serve as an exceptionally powerful, potentially build defining characteristic of your character.

- Feats should enable the specialization into one particular playstyle, or serve as a method to create multifaceted, hybrid style builds.

- All Feats should, as a baseline, be mechanically interesting, fun to engage with, and have arguments to be made for taking any one of them.

ABILITY IMPROVEMENT:

- Gain two additional Ability Points.

ACCORD OF THE ARCANE:

- Learn any two Cantrips, and four Spells, up to a maximum level of two. These Spells do not use a Spell Slot, though may only be cast once per Long Rest.

ALERT:

- Gain a +8 bonus to your Initiative, and you cannot be Surprised. Upon starting combat, immediately Dash and Disengage.

ATHLETICISM:

- Your Jump distance is increased by 50%, and no longer requires Movement Speed.

CHARGER:

- Gain the ability to charge toward nearby enemies, either attacking or pushing them in the process.

CLASS DIVERGENCE: BARBARIAN:

- Gain two passives from the Barbarian passives list.

CLASS DIVERGENCE: BARD:

- Gain two passives from the Bard passives list.

CLASS DIVERGENCE: CLERIC:

- Gain two passives from the Cleric passives list.

CLASS DIVERGENCE: DRUID:

- Gain two passives from the Druid passives list.

CLASS DIVERGENCE: FIGHTER:

- Gain two passives from the Fighter passives list.

CLASS DIVERGENCE: MONK:

- Gain two passives from the Monk passives list.

CLASS DIVERGENCE: PALADIN:

- Gain two passives from the Paladin passives list.

CLASS DIVERGENCE: RANGER:

- Gain two passives from the Ranger passives list.

CLASS DIVERGENCE: ROGUE:

- Gain two passives from the Rogue passives list.

CLASS DIVERGENCE: SORCERER:

- Gain two passives from the Sorcerer passives list.

CLASS DIVERGENCE: WARLOCK:

- Gain two passives from the Warlock passives list.

CLASS DIVERGENCE: WIZARD:

- Gain two passives from the Wizard passives list.

COMPOSED:

- Recover +1d4 Hit Points on any successful Attack Roll.

DEFENSIVE DUELIST:

- When attacked while wielding a weapon you are Proficient with, spend your Reaction to add your Proficiency Bonus to your Armour Class.

DUAL WIELDER:

- Gain the ability to dual wield even if your weapons are not Light. When you make an Attack Roll with your off-hand weapon, add your Ability Modifier to the damage of the attack. You cannot dual wield Two-Handed weapons.

DUNGEON DELVER:

- Gain Knock and Arcane Lock. These Spells may be cast without expending a Spell Slot.

DURABLE:

- Upon taking damage, become Resistant to that damage type until the start of your next turn. Additionally, upon taking a Short Rest, recover all of your Hit Points.

ELEMENETAL ADEPT:

- Spells and attacks you make ignore Resistance to two damage types of your choice. When you deal damage with Spells of these two chosen types, the lowest your damage roll can possibly be is 4.

GREATER IMPACT:

- When you land a Critical Hit or Killing Blow, you may make an additional attack by using your Bonus Action. Additionally, Attack Rolls with melee weapons do not benefit from your Proficiency Bonus. However, the bonus is instead applied to your damage rolls. This secondary effect can be toggled at any time.

INTRINSIC BULWARK:

- Reduce all damage by -1d4.

LUCKY:

- Any time that you roll a 1 on an Attack Roll, Saving Throw, Ability Check, or Skill Check, that result is immediately rerolled.

MAGE SLAYER:

- When a caster casts a Spell, you may use your Reaction in order to make a Melee Weapon Attack against them. Enemies you damage immediately lose Concentration on any spells they were maintaining.

MARTIAL ADEPT:

- When making a Melee Weapon Attack, the number needed to roll a Critical Hit is reduced by 2.

MASONRY OF CHAOS:

- You have a very rare chance to experience a sudden surge of Wild Magic at the beginning and end of combat encounters, at the beginning of each of your turns, and when dealing or taking damage.

MOBILE OFFENSIVE:

- When you land a Critical Hit or killing blow, your Movement Speed is immediately restored.

PERFORMER:

- Gain Musical Instrument Proficiency, as well as the ability to enter into a state of performative prescence in order to buff your party.

RESILIENT:

- Add your Proficiency Bonus to all Saving Throws.

RESTRICTED TERRITORY:

- Gain the ability to use your Reaction in order to attack an opponnent who has entered your weapons range.

SAVAGE ASSAULT:

- All damage dice are rolled with Advantage.

SENTINEL:

- When an enemy makes an Attack Roll against an ally, you may use your Reaction in order to make a Melee Weapon Attack against that enemy. Your Opportunity Attacks roll with Advantage, and upon landing, reduce your targets Movement Speed to zero.

SHARPSHOOTER:

- Your Ranged Weapon Attacks receive no penalties from High Ground Rules. Additionally, Attack Rolls with ranged weapons do not benefit from your Proficiency Bonus. However, the bonus is instead applied to your damage rolls. This secondary effect can be toggled at any time.

SHIELDBEARER:

- Gain Advantage on Dexterity based Saving Throws while wielding a shield. If a Spell forces you to make a dexterity based saving throw, you may spend your Reaction to block the effect. While blocking, failing the saving throw halves it's damage. Succeeding in the saving throw negates it entirely.

SPELLBREAK:

- When casting a Spell or Cantrip the number needed to roll a Critical Hit is reduced by 2.

TAVERN BRAWLER:

- When making an unarmed attack or Throw, your Strength Modifier is added twice to all damage rolls. Your Dexterity Modifier is added twice to all Attack Rolls.

TOUGH:

- Your maximum Hit Points increases by 2 for each level you have gained. Additionally, any damage totaling 2 or less is negated.

WAR CASTER:

- Gain Advantage on Concentration based Saving Throws. Additionally, you may use your Reaction to cast Shocking Grasp against an enemy who enters into melee range.

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