Feats To Avoid In The Early Game Of Baldur’s Gate 3
Highlights
- Choosing the right Feat early on in Baldur’s Gate 3 can significantly impact the party’s success in combat.
- Certain Feats, like Dungeon Delver, may not provide as much value in a game where reloading saves is common.
- Not all Feats are optimal for lower-level builds, so strategic Feat selection is crucial for character development.
Feats are one of the many ways players of Baldur’s Gate 3 can further diversify their characters, with this D&D mechanic providing players with special features that help characters lean towards a particular playstyle. With the right Feat, characters can undertake multiple combat roles, boost their survivability, or buff their combat performance.
Baldur’s Gate 3: 10 Strongest Companions, Ranked
To build optimized parties in BG3, strong companions are often part of the formula. Consequently, here are the game’s strongest companions.
However, with Baldur’s Gate 3 also boasting the iconic tactical flair of Larian Studios, choosing Feats early on in the game becomes essential in ensuring a party’s smooth trajectory across the RPG’s story. While most Feats have a place in a character build, certain Feats in the early game just aren’t ideal for lower-level builds.
Updated March 2, 2024 by Rhenn Taguiam: With D&D’s 50th Anniversary marking the release of a new Player’s Handbook, fans of the TTRPG should expect mechanics changes to simplify but also optimize their core RPG experience. Since these new changes can motivate new players to try the game, others may be compelled to go wild and choose whichever Feats they think strikes a chord with them as soon as their characters reach Level 4.
However, certain Feats may actually hinder a player’s performance in the early game when chosen too early, with some must-skip Feats including the opportunity to attack spellcasters more efficiently, the freedom to wear Heavy Armor, being able to spot traps in dungeons more efficiently, get extra AC when wielding only one weapon, and even getting a couple of new spells.
1 Dungeon Delver
Why Detect Traps When Players Can Just Reload Saves After Being Affected
Effect |
Advantage on Perception Checks to detect hidden objects, and on Saves to resist and avoid traps |
---|---|
Prerequisites |
Level 4, All Classes |
Why Skip |
Players will likely have experienced traps in dungeons before Level 4, making them learn to be more mindful of their immediate surroundings. They can also simply replay Saves |
Dungeons in Dungeons & Dragons have become an indispensable part of any campaign, and as such, have been present in an adaptation like Baldur’s Gate 3. With the acclaimed RPG’s vast cave networks and underground catacombs, it’s unsurprising for unsuspecting adventurers to fall prey to traps. Theoretically, a Feat like Dungeon Delver should give players a fighting chance against deadly traps, as the Feat’s user gets Advantage on Perception Checks specifically to detect traps and even on Saves to prevent damage from them.
However, Dungeon Delver may not be as useful in the context of Baldur’s Gate 3 as a game. Since a party wipe through a deadly dungeon will likely prompt a reload, players can simply experiment with a dungeon and repeat a playthrough if things go wrong. With this reality always being a possibility, Dungeon Delver seems like a waste of a four-level investment toward getting a Feat
2 Ritual Caster
Better Off With More Combat-Oriented Bonuses
Effect |
Learn 2 Rituals |
---|---|
Prerequisites |
INT or WIS 13, Level 4, All Classes |
Why Skip |
Rituals in the game aren’t as useful in more intense combat situations |
Unlike typical Spells in both Dungeons & Dragons and Baldur’s Gate 3, Rituals serve as an entirely different class of magical effects in that they’re more elaborate to cast but don’t count towards Spell Slot cost. In the bigger action economy of Baldur’s Gate 3, learning two Rituals with Ritual Caster can significantly diversify any spellcaster’s toolkit, especially countering the more flexible and studious Wizards and Clerics.
Unfortunately, despite the innate usefulness of Rituals in D&D 5e, players may have more use out of more direct abilities, attacks, and spells. Rituals may not cost a Spell Slot but they can’t be upcasted either, making them limited in terms of overall strength. Instead of bloating a spellcaster with spells they might not immediately use, something like Magic Adept could be a more efficient alternative, especially since cost-free Cantrips may have more immediate benefits.
3 Mage Slayer
Spellcaster Distance Is Negligible For Feat To Be Always Effective
Effect |
Advantage on Saves against Spells cast within melee range, can use Reaction to attack the caster, enemies have Disadvantage on Concentration Save |
---|---|
Prerequisites |
Level 4, All Classes |
Why Skip |
Mages will likely not let players get that close when casting |
Spellcasters can be some of the most annoying enemies players can encounter in Baldur’s Gate 3, especially when the tactical D&D 5e adaptation also allows enemies to become more strategic in their approaches to battle. When left unchecked, even a Spellcaster can defeat an entire player’s squad with just the right spell. Thankfully, someone with Mage Slayer simply needs to stay close to an enemy spellcaster to get an opening against them. If that spellcaster attempts to cast a spell, the Mage Slayer can use their Reaction to attack the caster. Not only that, they get Advantage on the Save as long as it’s cast within melee range, and the target gets Disadvantage on their Concentration Save.
However, players might find it rather impractical to invest in Mage Slayer if getting the spellcaster within their attack range is likely enough to kill them in a few hits anyway. The first instinct of mages in this situation would be to leave the character’s attack range, provoking Opportunity Attacks even without Mage Slayer. Players may want to use more efficient location-based Feats if they want something like Mage Slayer, such as the defensive Sentinel or more protective Shield Master.
4 Defensive Duelist
Effect |
Reaction can add Proficiency Bonus to AC when attacked while using a Finesse Weapon |
---|---|
Prerequisites |
Level 4, All Classes |
Why Skip |
Extra AC may only be felt at later levels |
The flexibility of weapon setups and loadouts in Baldur’s Gate 3 allows players of martial classes to diversify their character, with adventurers ranging from two-handed juggernauts or dual-wielding warriors. However, a player who opts for only one sword-fighting arm with another for a shield can become a Defensive Duelist, wherein they can add their Proficiency Bonus to their Armor Class when attacked while they use a Finesse Weapon.
However, while Defensive Duelist does have its merits for extra protection, it’s not as efficient in the Level 12 maximum progression in Baldur’s Gate 3. At this level, players only get a +4 Proficiency Bonus – which is alright as it is, but the potential +5 Proficiency Bonus at Level 13 and +6 at Level 17 make the Feat more useful by then.
5 Heavily Armored
Maximize Medium Armor With More Powerful Attacks, Spells Instead
Effect | +1 STR (up to 20), Heavy Armour Proficiency |
---|---|
Prerequisites | Level 4, All Classes, Medium Armor Proficiency |
Why Skip | Medium Armor wearers are likely to have access to armor-boosting or mobility-boosting skills to not need the extra AC |
Armor is an extremely important aspect of Baldur’s Gate 3, as Armor Class determines how much anyone has to roll to hit a character. Naturally, stronger Plate Armor possess higher AC, but they’re often only immediately accessible to Martial Classes such as the Fighter and Paladin, making them much more naturally defensible and fitting for frontline combat. Thanks to Heavily Armored, even characters with only Medium Armor Proficiency can wear Heavy Armor, as the Feat now bestows Heavy Armor Proficiency.
However, this Feat might not be as useful not just in the long term but also based on the builds who may want to grab this in the first place. Medium Armor wearers such as the Barbarian and Druid often have special features tied to boosting their defensive capabilities outside Heavy Armor, and wearing the latter may even hinder their access to Class-exclusive abilities and features. These builds are better off with Feats either diversifying their slate of traits or simply boosting overall firepower.
6 Actor
The Character Who Needs The Bonus Stat Should Already Know The Bonus Proficiencies
Effect |
+1 CHA (up to 20), Grants and Doubles Proficiency for Deception (CHA), Performance (CHA) |
---|---|
Prerequisites |
Level 4, All Classes |
Why Skip |
Face characters should already be Proficient in Deception (CHA) |
Sometimes, one of the best ways to play an RPG like Baldur’s Gate 3 is to smooth-talk one’s way to success. Unless a character is the designated Face of the group, however, this task can be difficult. Thanks to the Actor Feat, its user not only gets +1 CHA but also gains Deception (CHA) and Performance (CHA) Proficiency, with the Baldur’s Gate 3 Feat also doubling Proficiency Bonuses for the aforementioned checks.
However, there’s no definitive need for players to get this Feat early on in the game. Aside from a default Bard Custom being able to pull off decent checks at the onset, it’s more worthwhile spending the 100 Gold on respeccing to secure base 17 CHA (+3) and getting Actor much later, since 18 CHA (+4) gives a huge Modifier boost.
7 Alert
Effect |
+5 Initiative, cannot be Surprised |
---|---|
Prerequisites |
Level 4, All Classes |
Why Skip |
Good Feat but could be traded for hyper-optimizing damage in combat |
Being Surprised can be one of the most dangerous situations in Baldur’s Gate 3, with ambushers getting an entire Surprise Round to secure the upper hand. In the worst situations, a character in an ambush can be killed in one blow. Theoretically, Alert gives a character +5 Initiative and ensures that they cannot be Surprised, resulting in enemies losing the chance to them by surprise.
However, players can simply reload their closest save to ensure they can form a counter-offensive before their opponents pull off their ambush. Even if players don’t embrace this metagaming strategy, enemies who have to get close to secure melee attacks give the party an edge, as they have to use less Movement to secure their range.
8 Athlete
Effect |
+1 STR or DEX (up to 20), Jump Distance +50%, Standing Up from Prone costs less |
---|---|
Prerequisites |
Level 4, All Classes |
Why Skip |
Perks with extra STR or DEX are not as viable in combat |
Thanks to Jump, players have better access to various locations in their Baldur’s Gate 3, allowing them to access higher areas and crevices and even jump to low ground without support. However, falling off-balance leads them to become Prone, essentially stopping their movement and requiring a bit of Movement Speed to rise.
With Athlete, not only do players get +1 to either Strength or Dexterity, but they also take up less movement when standing up from being Prone. Moreover, they get to Jump for 50% more than their regular distance. However, the recovery from Prone and being able to jump further don’t have immediate effects in combat, especially if other party members can aid their struggling comrades.
9 Crossbow Expert
A Crossbow User Is Better Off Getting Mobility Options
Effect |
No Disadvantage for Melee Crossbow Attacks, Double Duration of Gaping Wounds (Piercing Shot) |
---|---|
Prerequisites |
Level 4, All Classes |
Why Skip |
Better to get extra mobility than risk attacking in melee, as Crossbow users will likely be vulnerable up close anyway |
While the usual image of a long-ranged weapon in Dungeons & Dragons often takes the form of longbows and shortbows, Baldur’s Gate 3 gameplay lets players snipe in style courtesy of crossbows. With Crossbow Expert, players no longer have Disadvantage to Attack Rolls when using crossbows in melee.
Baldur’s Gate 3: 10 Most Common Mistakes Everyone Makes
Baldur’s Gate 3 is a complex game, and new players may make some easily avoidable mistakes when they start out.
Unfortunately for players, crossbows now being able to land shots at melee without Disadvantage isn’t the most ideal strategy for originally long-ranged specialists. Builds are likely taken into account with range in mind, meaning it’s more practical for players to just disengage and gain distance instead of trying to attack this close to an opponent.
10 Elemental Adept
A Feat Perhaps For Sorcerers, Dragonborn
Effect |
Ignore Resistance to a Damage Type, and Spells of that Damage Type can’t roll a 1 |
---|---|
Prerequisites |
Level 4, Any Class |
Why Skip |
Unless using a Sorcerer or a Dragonborn, needing to ignore Resistance can be negligible |
Resistances form a crucial part of enemy defenses in Baldur’s Gate 3 combat, essentially halving the damage received when they get hit by the corresponding type. When players try casting heavy-hitting elemental attacks, Resistance can drastically lower DPS and potentially waste a character’s spell slots. And for players who want to receive the same benefits, Elemental Adept covers Resistance to Acid, Cold, Fire, Lightning, or Thunder Damage.
However, Elemental Adept doesn’t seem as practical a Feat in the context of Baldur’s Gate 3. After all, this Feat is tied specifically to one damage type, and none of these elements are too common an occurrence in encounters.
11 Performer
A Feat For A Bard-Efficient Action Is A Waste
Effect | Get Musical Instrument (Proficiency), +1 CHA (up to 20) |
---|---|
Prerequisites | Level 4, Any Class |
Why Skip | Only Bards can maximize Musical Instruments |
While Bards in Baldur’s Gate 3 mostly get associated with making a performance to cast their spells, the D&D adaptation now allows all characters to perform with a musical instrument they’re Proficient in. If they’re not a Bard, then they can still make a show with the Performer Feat, which gives them +1 Charisma on top of Musical Instrument Proficiency.
Despite the boost to Charisma, there are not a lot of perks that Performer offers that make it worthwhile compared to other Feats. Moreover, even the Perform Action doesn’t provide that much of an added benefit, to the point that even an Ability Score Improvement may be the more worthwhile Charisma booster.
12 Resilient
Avoid Needing Saving Throws With More Tactical Positioning
Effect |
+1 Any Ability (up to 20), get Proficiency in that Ability’s Saves |
---|---|
Prerequisites |
Level 4, Any Class |
Why Skip |
Skip the need for Saves with more tactical plays |
Saving Throws are a player’s last line of defense when they get hit by a powerful effect or spell in Baldur’s Gate 3, as a success can either half the damage taken or nullify the status entirely. While Saves are often reliant on an Ability Modifier, Proficiency further adds bonuses to help players save themselves from devastating effects, such as those from Illithid Powers.
Baldur’s Gate 3: Best Origin Characters For 1st Playthroughs, Ranked
Each Baldur’s Gate 3 Origin Character has its positives, but some are better suited for an initial playthrough than others.
With Resilient, players not only get a +1 in an Ability of their choice, but they also gain Proficiency in the Saves of the said Ability. Despite this benefit, the additional Ability Score won’t have a big effect unless it increases the Ability Modifier, making this a more tactical choice.
13 Spell Sniper
Just Use Higher-Level Spells For More Firepower
Effect |
Learn 1 Cantrip, -1 to Critical Hit with a Spell Attack (Stackable) |
---|---|
Prerequisites |
Level 4, Any Class with Spellcasting |
Why Skip |
Extra Cantrip and -1 to Crit on a Spell Attack is negligible versus more powerful higher-level Spells |
Cantrips are an integral component in a spellcaster’s repertoire in Baldur’s Gate 3, especially since they’re cost-free spells that can turn the tide of battle when properly used. Spell Sniper allows players to learn an extra Cantrip, with Critical Hits from spells now reduced by 1 (usually from 20 to 19), with the latter being able to stack.
While this benefit seems extremely helpful to casters, the -1 to a Critical Hit isn’t too helpful unless players have a means of securing Advantage or high-enough Attack Roll bonuses. Moreover, the additional Cantrip seems minuscule compared to the benefits granted by Magic Initiate.
14 Tough
Effect |
+2 Hit Points per Level gained |
---|---|
Prerequisites |
Level 4, Any Class |
Why Skip |
High-level characters with multi-attacks and spells can obliterate extra HP from Tough |
Hit Points remain a significant part of a character’s lifeline in their Baldur’s Gate 3 performance, especially since they can only be protected by measly Temporary Hit Points alongside an Armor Class that enemies need to overcome to attack players. With HP at the early game being low, all opportunities to increase it seem a practical choice.
However, while Tough boosts Maximum HP by 2 whenever players level up, this doesn’t seem a practical early-game choice when allies can simply cast recovery spells. Instead, players may want to focus on more firepower to secure faster kills.
15 Weapon Master
Using Multiple Weapons Isn’t Always Helpful
Effect |
Gain Proficiency in 4 Weapons, +1 STR or DEX (up to 20) |
---|---|
Prerequisites |
Level 4, Any Class |
Why Skip |
Getting to use more weapons won’t immediately matter due to the similarity of weapon damage dice |
The wide variety of weapons in Baldur’s Gate 3 makes it easy for players to mix and match armaments that their characters can use in combat. However, this specificity means players can’t use their Proficiency Bonus on weapons they’re not Proficient in, as well as use their Weapon Actions. Thanks to Weapon Master, a character can gain Proficiency with four more weapons on top of +1 Strength or Dexterity.
Despite how tempting Weapon Master can be as a Feat, it’s not as worthwhile compared to other combat options. At its core, characters that can use additional weapon Proficiencies are likely Proficient in these weapons anyway, such as martial classes. Other classes who want to use Weapon Master are likely already Proficient in weapons intended for them to use anyway.