Baldur's Gate 3 Guide to Feats: Which are the Best Feats For You?

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Baldur's Gate 3 Guide to Feats: Which are the Best Feats For You?
In this Baldur's Gate 3 video, We're going to talk about Feats. We're going to be going through each feat of the game, talking about why you might take it, why you might not, whether it's worth it or not, and just some general information about Feats in BG3.

Timestamps
0:00 - Baldur's Gate 3 Feats Guide
0:49 - Ability Improvements
2:23 - Actor
3:01 - Alert
3:47 - Athlete
4:21 - Charger
4:55 - Crossbow Expert
5:34 - Defensive Duelist
6:44 - Dual Wielder
7:16 - Dungeon Delver
7:57 - Durable
8:34 - Elemental Adept
9:16 - Great Weapon Master
10:26 - Heavily Armoured
10:50 - Heavy Armour Master
11:25 - Lightly Armoured
11:58 - Lucky
13:04 - Mage Slayer
13:53 - Magic Initiate Bard
14:34 - Magic Initiate Cleric
15:08 - Magic Initiate Druid
15:31 - Magic Initiate Sorcerer
16:11 - Magic Initiate Warlock
17:13 - Magic Initiate Wizard
17:34 - Martial Adept
18:04 - Medium Armor Master
18:48 - Mobile
19:23 - Moderately Armoured
20:21 - Performer
20:48 - Polearm Master
21:34 - Resilient
22:12 - Ritual Caster
22:43 - Savage Attacker
23:39 - Sentinel
24:30 - Sharpshooter
25:15 - Shield Master
25:54 - Skilled
26:10 - Spell Sniper
26:39 - Tavern Brawler
27:12 - Tough
27:36 - War Caster
28:04 - Weapon Master
28:31 - Final Thoughts

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Fextralife
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He didn't mention it so I will. If you combine polearm master and sentinel you get a great combination of feats. When using a reach weapon if someone enters your attack range (10 feet) you get an attack of opportunity. If you hit them then sentinel stops their movements. This means if they are not using a reach weapon they won't be able to move into range to attack you.

Wasaclown
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A couple of, more or less, quick notes that he didn´t go into:
1. The "you can´t roll 1" portion of it applies to damage rolls as well, meaning that spells like `Ice Knife´ go from 2-12 to a 4-12 damage profile since you can´t roll a 1 if you have `Elemental Adept - Ice´.
2. Picking up `Good Berry´ by taking `Magic Initiate - Druid´ is busted for out of combat healing if you take it on a Life Cleric since the `Disciple of Life´ subclass Feature turns every berry into 1d4+3 healing instead of just 1d4. However you could always just take a couple of Multiclass levels as a Druid to get the spell, and more, that way.
3. Picking up `Shield´ by taking `Magic Initiate - Sorcerer´ can be an amazing defensive choice for Bards, Warlocks and Paladins since they don´t learn it naturaly. However if you plan on doing so it may be more worth while to Multiclass into 1-4 Levels of Sorcerer instead.
4. NEVER take `Magic Initiate - Warlock´ to get `Eldritch Blast´, give up a potential Feat instead and Multiclass into 2-4 Levels of Warlock. That way you can take the Eldritch Invocation `Agonizing Blast´ which is the thing that actualy makes Eldritch Blast the true powerhouse it is. (Amount of Multiclass Levels based on if you want to also get a Pact and/or a Feat as well)
5. Instead of taking `Magic Initiate - Wizard´ to get `Find Familiar´ think about taking `Ritual Caster´ or one the following Multiclass Levels instead: Ranger 1 (Natural Explorer - Beast Tamer; Bonus - Favored Enemy), Warlock 3 (Pact of Chains; Bonus - Anything that Warlocks do), Fighter 3 (Eldritch Knight; Bonus - Fighting Style, Action Surge, other parts of the Wizard Spelllist)
6. Paladins can use their `Smite´ on both the Bonus Action and Opertunity Attack given from `Polearm Master´, giving you more opertunities to "Crit Smite"
7. `Resiliant Constitutian´ is great for any Caster that doesn´t start with Profitiancy in CON saves since it makes it easier to maintain Concentration on spells. Consider starting with an uneven number in CON if you want to go down this route.
8. `Sentinel´ is broken in combination with `Polearm Master´

blacktiger
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Fighters get an extra at 6. Rogues get an extra feat at 10. Depending on you build, these can let you maintain 3 feats as a multi class without going 4/8/12

joshholmes
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It's worth mentioning that the proficiency-granting feats which were dismissed as "you're better off choosing a race which has the proficiency" are useful if you're running with Origin characters, since their races can't be respecced.

DrakeAurum
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Alert is a great feat for a caster focused on CC spells. Going before everyone and dropping a Hypnotic Pattern on a cluster of enemies, for example, can absolutely swing a tough encounter in your favor.

chapperwocky
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Protip: the Sharpshooter features that adds +10 damage works on both hands when dual wielding one hand crossbows, making it extremely effective.

BimSekai
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Polearm master + Sentinel is a classic OP combo, opportunity attack when they come within reach of your polearm, immobilize them 10 feet away from you so they can't melee you

slamindorf
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For Elemental Adept, I think you may have misunderstood how the last line of the Feat works (unless I misunderstood you!). "In addition, when you deal *** damage with a spell, you cannot roll a 1." This is referring to the Damage dice, not the roll to hit dice. For example, Elemental Adept: Fire will make it so that None of your 8d6 fire damage are rolled as 1, they are all rolled as 2 as minimum. Makes for a nice small buff if you are focusing on that damage type, IMO.

Volti
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Depending how deep you want to get into the role-playing, you could also pick a feat that would suit a character's arc (in your head canon).

matthewevans
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Karlach with tavern brawler, the ring that increases throw damage, and the pike that returns to hand after thrown, is a crazy damage dealer while in frenzy and can trash 2+ enemies per turn with throws.

Kavino
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Tavern Brawler seems to have a unique synergy with Wildshape because in BG3 your Wildshape attacks (aka Natural Weapon attacks) are considered Unarmed attacks. Weird thing however is that it does increase your chance to hit but not the damage. Still a HUGE improvement for moon druids.

jaeshin
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With Ritual Caster you can cast Longstrider on everyone because it doesn’t take concentration and lasts until a long rest, so your entire team gets permanent extra movement without using a spell slot. Combined with ritual Enhanced Jump you can basically go everywhere for free at level 4.

FunbobbyJ
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Alert is an elite feat. Slap in on your control character and make half of your fights 3x easier. An alert divination wizard with alert in a couple of control styles like hypnotic pattern or slow will just end the encounter before it begins.

brannenpfister
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Sharpshooter is absolutely amazing with dual hand crossbows - the +10 damage applies to both main and off-hand attacks, so you can get twice the benefit from that, BUT ALSO, at the moment it seems to not apply the accuracy penalty to off-hand shots. At the moment it's EXTREMELY powerful

MarieAvora
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Tip: Some of the feat descriptions aren't updated. Click on them one by one. Example: Tavern Brawler gives you an ability point even though the description doesn't state that

wessredd
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Forgot to mention for the Resilient feat, picking up Resilient (Con) is incredibly strong on any caster that uses concentration spells. Proficiency in constitution saves makes it way more likely for you to maintain concentration on a spell when you take damage, saving you from having to re-cast the spell and wasting another spell slot. I like this feat on Warlocks since I never want to lose hex, and I'll take this and/or war caster on clerics (as I tend to play them in melee). Both feats are incredibly good

metalpunk
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Athlete and mobile are two absolute amazing feats! In combination with an 8 lvl champion - 4 lvl thief multiclass plus 20 strength you can reach 17m jumdistance and jump two times in a round and with mobile you can attack and didnt provocate an opportunity attack. So in this combination you can play "hit an jump" with your enemies (jump to one of them, hit him, jump with 17m out of his movment range). An absolute effective combination, if mostlie enemies cant catch you.^^

Nightslaver
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You missed the reason why someone might choose to pick up Magic Initiate Druid and that is for Shillelagh as it lets you melee with your spellcasting stat. Primarily good for the other WIS based classes as damage is based on WIS. This lets you skip STR/DEX, focus on your caster stats and still be able to melee. You also missed the other primary reason to get Magic Initiate Warlock and that is Hex, this is a very good damage boost for several classes.

znail
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Couple things missed or overlooked possibly. Duel wielder removes the need for weapons to have the Light property, which means your rogue can put a have duel rapiers. he magic initiate druid and cleric feats can also work on a Monk, to give them some support options, or a ranged attack without needing a bow. Mobile on a Monk(and rogue) can be great for moving between multiple targets. Example, Monk runs in and kills mob A, mob C is going to attack next, but mob B is in the way, with the mobile feat mob B can't make an opportunity attack at the Monk as it runs to hit C.

jeffreylane