Baldur’s Gate 3 | Top 10 Best Feats

This guide ranks the top 10 feats in Baldur's Gate 3 in order for you to successfully create the best build possible. With 41 feats in the game and only 3 that you can use at once, it's important to take a look at which are the absolute best feats that can guarantee power and victory.

Baldur's Gate 3 | Top 10 Best Feats

Feats are important abilities, passives, and improvements to your character that elevate your build to the next level. They are available every four levels for a total maximum of 3 feats. Picking the right one for you can be a difficult task and often times feels like you’re a little kid in a candy shop. In fact, different builds will benefits better from different feats, making it all the more important to understand which are the overall best in general.

With so many to choose from, we’ve ranked the top 10 best feats in Baldur’s Gate 3.

Before that, here are some more Baldur’s Gate 3 articles on KeenGamer to satisfy your gaming needs.

  1. Baldur’s Gate 3 | How to Defeat Kar’niss (Moon Lantern Location)
  2. Baldur’s Gate 3 | All Dribbles the Clown Body Part Locations
  3. Baldur’s Gate 3 Complete Warlock Class Guide
  4. Baldur’s Gate 3 Wyrmway Guide
  5. Baldur’s Gate 3: Paladin Class Overview Guide
Baldur's Gate 3 - Official PlayStation 5 Early Launch Trailer

Alert – Essential for Spellcasters

Alert is a feat that is extremely useful for Warlocks, Magicians, Sorcerers, and Clerics. Basically, it almost guarantees that you get to have your turn before anyone else. This is especially important considering that magic users often have to set-up spells and plan accordingly. Having Alert will buy you some time, giving you the chance to weaken enemies and eliminate weak targets before they even get the chance to attack.

Alert – You gain a +5 bonus to initiative and can’t be surprised.

Best of all, having initiative means that you can move your mage to a safe location, keeping your distance and attacking from afar. Often times, especially in early stages of the game, cutscenes make it so that spellcasters tend to be close to the action. Paired with the fact that your dexterity would probably low (your dexterity ability score modifier is added to your initiative roll), it’s no wonder why Gale loses a more than half his health before he even gets to do anything. Alert helps avoid this, giving you initiative in almost every battle.

Tough – Consistently Good

This feat is useful no matter what class you are. Basically, it gives you a hefty bonus to your health, increasing it immensely. Obviously, that is extremely helpful as the amount of extra HP you get could make the difference in a challenging battle. Tough is a great feat to use if you’re not particularly sure what to go for, guaranteeing your prolonged survival.

Tough – Your hit point maximum increases by 2 for every level you have gained. (+2 max HP every time you level up in the future).

Any spellcaster will benefit from the extra health seeing as how they have low HP in general. However, this feat truly shines when a Barbarian, Monk, or Warrior uses it, beefing them up and creating a unit of mass destruction. Not only that, but this way, you’re able to get in close and personal more often, delivering killer blows and attacks without worrying about dying quick.

Ability Improvement – The Safe Option

If you’re stumped on which feat to pick, or find that none of them really speak to you, then Ability Improvement is for you. It’s basically an alternative option to picking a feat, giving you a simple buff to your abilities.

Ability Improvement – You increase one ability by 2, or two abilities by 1, to a maximum of 20.

Choosing ability improvement is a solid option, increasing an ability of your choice. This can be particularly useful in increasing your ability scores, guaranteeing you better dice rolls. Furthermore, it’s just a safe option that is always going to be beneficial regardless of class.

Ability Improvement feat in Baldur's Gate 3.

Ability Improvement feat in Baldur’s Gate 3.

Mobile – Hit & Run

Having a strong build that focuses on strength and dexterity such as a Monk for example would require mobility. This is so you can get up close to your enemies, attack, then keep your distance so you don’t get hit. Of course, they can always ranged attack you, but this way you’ve made it so that they can’t inflict any touch spells or melee attacks on you.

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.

Another thing to note is that you won’t provoke opportunity attacks from your target. As a result, you’re able to re-position yourself accordingly, being always one step ahead of your opponents, literally.

Lucky – Dice, Dice, Baby

In a game full of RNG-based dice rolls, it doesn’t hurt to have some luck on your side. This is exactly why Lucky is a feat you almost cannot live without. Using this feat means that you get to make enemies reroll their attacks, giving you a better chance at survival.

Lucky – You gain 3 luck points, which you can use to gain advantage on attack rolls, ability checks, or saving throws, or to make an enemy reroll their attack rolls.

Whilst not necessarily needed in the early stages of the game, later down the line this feat becomes invaluable. Sometimes one attack is all it takes, therefore, having the option to reroll acting as a safety net to fall back on is just perfect.

Great Weapon Master – Heavy Metal, Two-Handed Destruction

Yet this acts as one of the best feats in the game for two-handed warriors. You automatically get a +10 bonus to your damage rolls with melee weapon attacks, affecting normal hits not just critical ones. If you’re building a beast of a fighter, this feat is for you. (We’re looking at you, Karlach).

Great Weapon Master – When you land a Critical Hit or kill a target with a melee weapon attack, you can make another melee weapon attack as a bonus action that turn. Attacks with Heavy melee weapons you are Proficient with, can deal an additional 10 damage at the cost of a -5 Attack Roll Penalty. (You can toggle this on and off.)

A bit of a mouthful, we know. While this feat reduces your accuracy, the amount of damage you can inflict on enemies is absolutely unmatched! Not only that, but if you’re fighting a specific boss and do not want your accuracy to be affected, you can simply toggle this feat off until you finish that battle. It’s that simple! Furthermore, you can increase your accuracy using spells, potions, passives, and scrolls, thus negating a bit of the downside to this feat.

Great Weapon Master feat in Baldur's Gate 3.

Great Weapon Master feat in Baldur’s Gate 3.

Dungeon Delver – Leave No Stone Unturned

In Baldur’s Gate 3, there are a lot of hidden areas and underlying secrets scattered everywhere. Having a little boost to your perception, helps you identify hidden objects, unlocking new areas to explore. This is particularly useful as you can get yourself some nice loot.

Dungeon Delver – You gain advantage on perception checks made to detect hidden objects and on saving throws made to avoid or resist traps. You gain resistance to the damage dealt by traps.

Another advantage of this feat is the fact that you’re able to resist the damage inflicted on you by traps, this can be particularly useful while exploring said secrets that you have just uncovered thanks to the Dungeon Delver feat.

Sentinel – Leave My Friends Alone!

Quite a useful addition to any fighter’s arsenal, this feat turns you into your allies’ bodyguard. This feat also helps you with opportunity attacks and if successful, the enemy you hit cannot move for the rest of its turn. Very helpful when trying to pin down enemies.

Sentinel – When an enemy within melee range attacks an ally, you can use a reaction to make a weapon attack against that enemy. Target ally must not have the sentinel feat. You gain advantage on opportunity attacks, and when you hit a creature with an opportunity attack, it can no longer move for the rest of its turn.

Some other feats are great to pair with this one such as Polearm Master or Mage Slayer.

Mage Slayer – Not Today, Gandalf

As mentioned above, this feat pairs nicely with Sentinel, making it that so if enemies are close to you, you can attack them in many different ways. You’re able to effectively shut down enemy plans and slap them in the face with a counterattack.

Mage Slayer – When a creature casts a spell within melee range of you, you have advantage on any saving throw against it, and you can use a reaction to immediately make an attack against the caster. Enemies you hit have disadvantage on concentration saving throws.

A feat focused on completely ruining spellcasters, this feat is mainly for strong builds that need to be close to enemies to attack. Seeing as how you’re already going to be nearby your opponents, having this feat ensures that if you’re battling a mage, you can hinder their entire strategy.

Elemental Adept – Magic Specialization 

On the topic of mages, Elemental Adept makes it so that you specialize in a magic type of your choice. Afterwards, opponents that have some sort of resistance to said damage type still get hurt by your spells.

Elemental Adept – Your spells ignore resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.

Furthermore, this feat makes it so that you cannot roll a 1 when casting spells of your chosen damage type. Therefore, guaranteeing better damage output overall. If your heart belongs to one magic damage type, you know what to do, Elemental Adept is for you.

Elemental Adept feat in Baldur's Gate 3.

Elemental Adept feat in Baldur’s Gate 3.

Those were the top 10 best feats in Baldur’s Gate 3. For other relevant articles, check out our Baldur’s Gate 3 game page.



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