Feats inBaldurs Gate 3can give a lot of flavor and even power to a character.
it’s possible for you to choose a feat at levels four, eight and twelve.
The Shield Master feats main use is against area damage from spells.
With the Mage Slayer feat, it’s possible for you to now disable them.
While the feat only works from melee range, once youre close to them, it’s game over.
If the spell is towards you and with a save throw, you have an advantage on that throw.
And of course, all of your melee attacks give the opponent a disadvantage in concentration.
No matter what theyre trying to cast, once you exit the gap youll be making free hits constantly.
An enemy that cant move is easy pickings for the rest of the encounter.
6Mobile
Melee characters generally have a hard time dealing with distances.
First off, when dashing youre unaffected by difficult terrain.
This is particularly good for rogues since they can dash as a minor action.
And once you make a melee attack, if you move that turn you wont provoke opportunity attacks.
5Dungeon Delver
Whether exploring a crypt or a cave, traps are bound to be present.
They can be a pain to deal with, especially if your rogue is not present in your party.
If you have two characters with this feat you’re able to completely block enemies from going anywhere.
But with Great Weapon Master, you dont just improve them, you transform them into a multi-hitting powerhouse.
1Lucky
The dice are not always in your favor, even with theKarmic Diceoption enabled.
Some important rolls are going to fail, and youre going to have to deal with the consequences.
With the Lucky feat, you’re free to reroll up to two failed rolls per day.
In higher difficulties, having this feat at the very least with your main character is a must.
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