Baldur’s Gate 3 all Traits and Features

Traits and Features, in the context of Baldur’s Gate 3, represent the special capabilities that a player’s character can exhibit. These characteristics and abilities for each character are set by their chosen Class. Moreover, each Class boasts an array of Subclasses, which become available to players as they accrue more XP.

DETAILING ALL TRAITS AND FEATURES OF BALDUR’S GATE 3

Spell Slot Accessibility

Utilization of spells entails the consumption of spell slots.
Lvl 1: You acquire 2 level 1 spell slots, replenished after a long rest.
Lvl 2: You secure 1 level 1 spell slot, replenished after a long rest.
Lvl 3: You attain 1 level 1 spell slot and 2 level 2 spell slots, both types refreshed after a long rest.

Proficiency in Wisdom Saving Throws

Append your proficiency bonus to Wisdom-based saving throws.

Proficiency in Charisma Saving Throws

Incorporate your proficiency bonus into Charisma saving throws.

Light Armor Proficiency

Donning Light Armor does not inflict disadvantage on your attack roll or interfere with your Spellcasting ability.

Medium Armor Proficiency

Equipping Medium Armor will not bring about any disadvantage to your attack roll or obstruct your Spellcasting capacity.

Shield Proficiency

Handling a shield will not result in any disadvantage to your attack roll or hinder your ability to cast Spells.

Proficiency with Simple Weapons

Integrate your proficiency bonus into attack rolls when using Simple Weapons, increasing your chances of hitting the target.

Heavy Armor Proficiency

Wearing Heavy Armor does not induce any disadvantage on your attack roll or restrict your Spellcasting ability.

Disciple of Life

Your dedication augments your healing Spells. Upon casting a healing spell, the recipient regains additional hit points equivalent to 2 + the level of the spell.

Domain Spells

You gain access to spells from your domain, which are always ready for use.

Warding Flare

Envelop yourself in divine radiance. Utilize your reaction to impose a disadvantage on an attacker, potentially leading their assault to miss.

Proficiency in Strength Saving Throws

Incorporate your proficiency bonus into Strength saving throws.

Proficiency in Constitution Saving Throws

Add your proficiency bonus to Constitution-based saving throws.

Martial Weapon Proficiency

Integrate your proficiency bonus into attack rolls when employing Martial Weapons, improving your likelihood of hitting the target.

Proficiency in Dexterity Saving Throws

Append your proficiency bonus to Dexterity saving throws.

Proficiency in Intelligence Saving Throws

Incorporate your proficiency bonus into Intelligence-based saving throws.

Hand Crossbow Proficiency

Add your proficiency bonus to attack rolls when wielding Hand Crossbows, enhancing your chances of hitting the target.

Longsword Proficiency

Append your proficiency bonus to attack rolls when handling Longswords, increasing your likelihood of striking the target.

Rapier Proficiency

Integrate your proficiency bonus into attack rolls when utilizing Rapiers, boosting your chances of hitting the target.

Shortsword Proficiency

Incorporate your proficiency bonus into attack rolls when using Shortswords, enhancing your potential of striking the target.

Warlock Spell Slots

You acquire Warlock spell slots that recharge after a short rest. These spell slots are always available at the highest level.

Dark One’s Blessing

When you eliminate a hostile creature, bringing them to 0 hit points, your patron’s gift provides you with hit points equivalent to your Charisma Modifier + Level.

Quarterstaff Proficiency

Add your proficiency bonus to attack rolls when wielding a Quarterstaff, increasing your chance of hitting the target.

Proficiency in Dagger Usage

Enhance your attack rolls (probability of hitting the target) with Daggers by adding your proficiency bonus.

Dart Proficiency

Supplement your attack rolls (likelihood of hitting the target) with darts by including your proficiency bonus.

Proficiency in Sling Usage

Improve your attack rolls (probability of striking the target) with Slings by appending your proficiency bonus.

Light Crossbow Proficiency

Boost your attack rolls (chances of striking the target) with Light Crossbows by incorporating your proficiency bonus.

Keen Senses

You possess proficiency in the Perception skill, enabling you to perceive minute details.

Fey Ancestry

Your mind is shrouded by the Feywild’s enchantment, granting you an advantage on saving throws against Charm effects, and magic can’t induce sleep in you.

Longbow Proficiency

Enhance your attack rolls (probability of hitting the target) with Longbows by integrating your proficiency bonus.

Shortbow Proficiency

Improve your attack rolls (likelihood of striking the target) with Shortbows by adding your proficiency bonus.

Darkvision

The creature possesses the ability to visualize in darkness up to a range of 12m.

Base Racial Speed

Your standard movement per turn extends to 9m. For Gold Dwarves, Shield Dwarves, Lightfoot Halflings, and Strongheart Halflings, the limit is 7.5 m per turn. Wood Half-Elves can cover 10.5 m per turn.

Fleet of Foot

Your standard walking speed is 10.5m, ensuring swift movements.

Mask of the Wild

Raised amidst nature, you’ve learned to meld into your surroundings, granting you proficiency in Stealth.

Hellish Resistance

Your blood imparts protection against fire, be it mundane or abyssal. You have resistance to Fire, reducing the damage by half.

Superior Darkvision

This creature possesses enhanced dark vision, capable of seeing in darkness up to 24m.

Greatsword Proficiency

Supplement your attack rolls (probability of hitting the target) with Greatswords by including your proficiency bonus.

Dwarven Resilience

You possess an advantage on saving throws against Poison, and also display resistance against Poison damage.

Battleaxe Proficiency

Boost your attack rolls (chances of striking the target) with Battleaxes by incorporating your proficiency bonus.

Handaxe Proficiency

Add your proficiency bonus to enhance attack rolls (probability of hitting the target) when wielding Handaxes.

Light Hammer Proficience

Append your proficiency bonus to improve attack rolls (chances of striking the target) when using Light Hammers.

Warhammer Proficiency

Add your proficiency bonus to augment attack rolls (probability of hitting the target) when employing Warhammers.

Dwarven Toughness

Your maximum Hit Point increases by 1, and this increment continues every time you advance a level.

Naturally Stealthy

Your agile nature grants you proficiency in Stealth checks, facilitating covert movements.

Strongheart Resilience

You have an advantage on saving throws against Poison and exhibit resistance to Poison damage.

Channel Divinity Charges

You acquire the capability to channel divine energy, initiating with two effects: Turn Undead and an effect defined by your domain. This is replenished after short or long rest.

Lucky

When you roll a 1 for an attack roll, ability check, or saving throw, you have the opportunity to reroll the die and are required to utilize the new roll.

Superiority Dice

You possess 4 Superiority Dice, which are d8s. These dice fuel your Battle Master maneuvers, and a die is expended each time you use one. You regain all your expended Superiority Dice after finishing a short or long rest.

Colossus Slayer

If the enemy you attack with your weapon has less than its maximum hit points, your attack inflicts an additional 1d8 damage once per turn. This is one of the three selectable features for Hunter’s Prey.

Giant Killer

Should a creature of Large size or greater attack you, you can counteract with a melee attack using your reaction. This is one of the three selectable features for Hunter’s Prey.

Horde Breaker

Swiftly attack two adversaries positioned close together. This is one of the three selectable features for Hunter’s Prey.

Mage Hand Legerdemain

Casting Mage Hand generates an invisible spectral hand that can execute supplementary tasks.

Fast Hands

An additional bonus action is at your disposal.

Second-Story Work

With your mastery over falling, you obtain resistance to Falling damage.

Improved Warlock Spell Slot

All Warlock spell slots are invariably of the highest attainable level. Used spell slots replenish after a short rest.

Eldritch Invocation

In your study of forbidden lore, you’ve uncovered eldritch invocations—pieces of taboo knowledge that bestow upon you an enduring magical ability.

Agonizing Blast

Each time you cast Eldritch Blast, add your Charisma modifier to the resulting damage, provided it isn’t negative. This is one of the nine Eldritch Invocations available at Warlock level 2.

Armour of Shadows

You possess the ability to cast Mage Armour on yourself at will, bypassing the need for a spell slot. This is one of the nine Eldritch Invocations available at Warlock level 2.

Beast Speech

You can cast Speak with Animals at will, eliminating the requirement for a spell slot. This is one of the nine Eldritch Invocations available at Warlock level 2.

Beguiling Influence

Calling upon your patron’s enchanting allure, you gain proficiency in the Deception and Persuasion Skills. This is one of the nine Eldritch Invocations available at Warlock level 2.

Devil’s Sight

You possess the ability to see normally in both magical and nonmagical darkness up to a range of 18 m. This is one of the nine Eldritch Invocations available at Warlock level 2.

Fiendish Vigor

You can cast False Life on yourself as a 1st-level Spell at will, without expending a spell slot. This is one of the nine Eldritch Invocations available at Warlock level 2.

Mask of Many Faces

You can cast Disguise Self at will, forgoing the need for a spell slot. This is one of the nine Eldritch Invocations available at Warlock level 2.

One with Shadows

You can merge with the darkness, becoming Invisible.

Sign of Ill Omen

You receive the Bestow Curse spell.

Repelling Blast

Upon hitting a creature with Eldritch Blast, you have the ability to repel the creature up to 4.5 m away from you.

Thief of Five Fates

Once per long rest, you can cast Bane using a Warlock spell slot.

Pact of the Chain

You are granted the service of a familiar, a fey spirit assuming a form of your choice. This could be an animal, imp or quasit.

Arcane Ward

Once a day, when you cast an Abjuration spell of 1st level or higher, you create a magical ward using a strand of the spell’s magic. This ward lasts until your next long rest, with a maximum of 3 hit points, and absorbs all damage dealt to you. When it’s reduced to 0 hit points, you take any leftover damage. However, the magic persists. Whenever you cast an Abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Sculpt Spells

You can create safe pockets within your Evocation Spells. Allies automatically succeed their saving throws and take no damage from these Spells.

Bounty Hunter

You gain proficiency in Investigation and learn the Thieves’ Cant. Creatures you restrain find it more difficult to escape. This is one of the five Favored Enemy features available at Ranger level 1.

Keeper of the Veil

Specializing in hunting creatures from other planes of existence, you gain proficiency in Arcana and can cast Protection from Evil and Good. This is one of the five Favored Enemy features available at Ranger level 1.

Mage Breaker

Having a history of battling spellcasters, you gain proficiency with Arcana and the True Strike cantrip, which provides advantage on attack rolls against a creature. Wisdom is your spellcasting ability for this spell. This is one of the five Favored Enemy features available at Ranger level 1.

Ranger Knight

Sworn to serve a crown or nation, you gain proficiency with History and Heavy Armour. This is one of the five Favored Enemy features available at Ranger level 1.

Sanctified Stalker

Having sworn to hunt the enemies of a holy or druidic order, you gain proficiency in Religion and the Sacred Flame cantrip. Wisdom is your spellcasting ability for this spell. This is one of the five Favored Enemy features available at Ranger level 1.

Beast Tamer

Cultivating a strong bond with animals, you can cast Find Familiar as a ritual. This is one of the five Natural Explorer features available for the Ranger class at level 1.

Urban Tracker

As an expert at navigating urban wilderness, you gain proficiency with the Disguise Kit and Thieves’ Tools. This is one of the five Natural Explorer features available for the Ranger class at level 1.

Wasteland Wanderer: Cold

Having spent considerable time surviving in desolate tundras, you gain resistance to Cold damage, taking only half damage from it. This is one of the five Natural Explorer features available for the Ranger class at level 1.

Wasteland Wanderer: Fire

Having endured forbidden deserts, you gain resistance to Fire, taking only half damage from it. This is one of the five Natural Explorer features available for the Ranger class at level 1.

Wasteland Wanderer: Poison

Having spent time surviving in fetid swamps, you gain resistance to Poison, taking only half damage from it. This is one of the five Natural Explorer features available for the Ranger class at level 1.

Archery

You receive a +2 bonus to attack rolls made with ranged weapons.

Defense

While wearing armor, you gain a +1 bonus to Armor Class, reducing the likelihood of being hit.

Dueling

When you’re wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon, increasing your potential to deal heavy damage.

Two-Weapon Fighting

When attacking with two weapons, you can add your ability modifier to the damage of the offhand attack.

Great Weapon Fighting

If you roll a 1 or 2 on a damage die for an attack made with a two-handed melee weapon, you can reroll the die and must use the new roll.

Protection

When wielding a shield, you can impose disadvantage on an enemy that attacks an ally within 1.5 meters of you, as long as you can see the enemy.

Menacing Attack

By spending a superiority die, you can deal 1d6+3+1d8 piercing damage and potentially frighten your target.

Pushing Attack

Spend a superiority die to deal 1d6+3+1d8 piercing damage and potentially push the target back 4.5 meters.

Rally

Expend a superiority die to bolster the resolve of a friendly creature, granting it an additional 8 hit points.

Riposte

If a creature misses you with a melee attack, you can expend a superiority die to counterattack, dealing 1d6+3+1d8 piercing damage.

Warlock  Spell Slot Gained

You gain a warlock spell slot that recharges after a short rest.

Combat Wild Shape

As a bonus action, you can transform into a beast form. This can be done twice per short rest.

Wild Shape

As an action, you can assume the form of a beast. This transformation can be done twice per short rest.

Arctic

You gain access to the spells Hold Person, which paralyzes a humanoid creature, and Spike Growth, which transforms the ground, causing creatures walking on it to take 1d4 piercing damage.

Coast

You gain access to the spells Mirror Image, which improves your Armor Class, and Misty Step, allowing for short-distance teleportation.

Desert

You gain access to Blur, which imposes disadvantage on creatures attacking you, and Silence, creating a soundproof sphere that grants creatures within it immunity to Thunder damage.

Forest

You gain access to the spells Barkskin, which raises your Armor Class to 16, and Hold Person, which paralyzes a humanoid creature.

Grassland

You gain access to the spells Invisibility, which turns a creature invisible, and Pass Without Trace, which grants a +10 bonus to Stealth checks for you and nearby allies.

Mountain

You gain access to Mirror Image, improving your Armor Class, and Spike Growth, which transforms the ground, causing creatures traversing it to take 1d4 piercing damage.

Swamp

You gain access to Acid Arrow, dealing 6d4 Acid damage, and Darkness, creating a cloud of obscuring darkness that blinds creatures within it.

Underdark

You gain access to Web, creating flammable webbing that can ensnare creatures, and Misty Step, which allows you to teleport a short distance.

Club Proficiency

You add your proficiency bonus to attack rolls (your likelihood of hitting a target) when wielding clubs.

Javelin Proficiency

You add your proficiency bonus to attack rolls (your likelihood of hitting a target) when wielding javelins.

Mace Proficiency

Add your proficiency bonus to attack rolls (your likelihood of hitting a target) when wielding maces.

Scimitar Proficiency

Add your proficiency bonus to attack rolls (your likelihood of hitting a target) when wielding scimitars.

Sickle Proficiency

Add your proficiency bonus to attack rolls (your likelihood of hitting a target) when wielding sickles.

Spear Proficiency

Add your proficiency bonus to attack rolls (your likelihood of hitting a target) when wielding spears.

Metamagic: Distant Spell

Increase the range of spells by 50%. Spells that originally have a range of 1.5 meters are increased to 9 meters.

Metamagic: Careful Spell

Allies automatically succeed on Saving Throws against your spells that require them.

Metamagic: Extended Spell

Double the duration of conditions, summons, and surfaces caused by your spells.

Metamagic: Quickened Spell

Spells that usually take an Action to cast now only take a Bonus Action.

Metamagic: Subtle Spell

You have the ability to cast spells even when Silenced.

Metamagic: Heightened Spell

Targets of spells that require Saving Throws have Disadvantage on their first Saving Throw.

Metamagic: Twinned Spell

Spells that only target 1 creature can now target an additional creature.

Tides of Chaos

Activate to gain Advantage on your next Attack Roll, Ability Check, or Saving Throw.

Wild Magic (Feature)

Wild magic is unpredictable and stems from the forces of chaos. It churns within the sorcerers that wield it, potentially erupting at any moment.

Draconic Ancestry: Black (Acid)

Acid is the damage type associated with your dragon ancestor. At 6th level, your spells that deal Acid damage are more potent, and you can gain resistance to Acid damage.

Draconic Ancestry: Blue (Lightning)

Lightning is the damage type associated with your dragon ancestor. At 6th level, your spells that deal Lightning damage are more potent, and you can gain resistance to Lightning damage.

Draconic Ancestry: Brass (Fire)

Fire is the damage type associated with your dragon ancestor. At 6th level, your spells that deal Fire damage are more potent, and you can gain resistance to Fire damage.

Draconic Ancestry: Copper (Acid)

Acid is the damage type associated with your dragon ancestor. At 6th level, your spells that deal Acid damage are more potent, and you can gain resistance to Acid damage.

Draconic Ancestry: Bronze (Lightning)

Lightning is the damage type associated with your dragon ancestor. At 6th level, your spells that deal Lightning damage are more potent, and you can gain resistance to Lightning damage.

Draconic Ancestry: Gold (Fire)

Fire is the damage type associated with your dragon ancestor. At 6th level, your spells that deal Fire damage are more potent, and you can gain resistance to Fire damage.

Draconic Ancestry: Green (Poison)

Poison is the damage type associated with your dragon ancestor. At 6th level, your spells that deal Poison damage are more potent, and you can gain resistance to Poison damage.

Draconic Ancestry: Red (Fire)

Fire is the damage type associated with your dragon ancestor. At 6th level, your spells that deal Fire damage are more potent, and you can gain resistance to Fire damage.

Draconic Ancestry: Silver (Cold)

Cold is the damage type associated with your dragon ancestor. At 6th level, your spells that deal Cold damage are more potent, and you can gain resistance to Cold damage.

Draconic Ancestry: White (Cold)

Cold is the damage type associated with your dragon ancestor. At 6th level, your spells that deal Cold damage are more potent, and you can gain resistance to Cold damage.

Draconic Resilience: Armor Class

Parts of your skin are covered with dragon-like scales. When you aren’t wearing armor, your Base Armor Class increases by 3.

Draconic Resilience: Hit Points

Your maximum Hit Points increase by 1 for each Sorcerer level.

Hunter’s Prey

You gain one of three abilities: Horde Breaker (attack two creatures standing close), Giant Killer (additional actions against larger creatures), or Colossus Slayer (extra damage to already wounded creatures).

Favored Enemy

Choose a type of creature to be your Favored Enemy, such as beasts, fey, monstrosities, or undead. You gain a specific benefit against them like Bounty Hunter (tracking and intelligence), Keeper of the Veil (protection against creatures from other planes), Mage Breaker (resistance to magic), Ranger Knight (enhanced fighting), or Sanctified Stalker (against evil creatures).

Bear Heart

While raging, you can use Unrelenting Ferocity, and you gain Resistance to all damage except psychic damage.

Eagle Heart

While raging, you can use Diving Strike. Foes have disadvantage on opportunity attacks against you, and you can use Dash as a bonus action.

Elk Heart

While raging, you can use Primal Stampede, and your Movement Speed increases by 4.5 meters.

Tiger Heart

While Raging, you can use Tiger’s Bloodlust, and your jump distance increases by 4.5 meters.

Wolf Heart

While Raging, you can use Inciting Howl, and your allies have Advantage on melee Attack Rolls against enemies within 2 meters of you.

Artificer’s Lore

Add twice your proficiency bonus to History checks related to magic items, alchemical objects, or technological devices.

Gnome Cunning

You have advantage on all Intelligence, Wisdom, and Charisma Saving Throws against magic.

Stone Camouflage

You have advantage on Stealth checks to hide in rocky terrain.

Musical Instrument Proficiency

You are skilled in the use of musical instruments, allowing you to entertain and perform with proficiency.

Expertise

Your proficiency bonus is doubled for any ability check that uses either of the two skills of your choice.

Jack of All Trades

You can add half of your Proficiency Bonus (rounded down) to any ability check you make that doesn’t already include your proficiency bonus.

Bestial Heart

You can choose a bestial aspect to embody, granting you abilities based on a chosen animal.

Unarmoured Defense

Your hardened body serves as your protection. When not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

Danger Sense

You have an uncanny sense for detecting imminent danger. You have advantage on Dexterity Saving Throws against effects you can see, such as traps and spells.

Extra Attack

When you take the Attack action, you can attack an additional time.

Fast Movement

Your speed increases by 10 feet while you aren’t wearing heavy armor.

Companion’s Bond

The bond with your animal companion strengthens, providing it bonuses to its Armor Class, attack rolls, and damage rolls equal to your proficiency bonus.

Uncanny Dodge

When an attacker hits you, you can use your reaction to halve the attack’s damage against you.

Destroy Undead

When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold.

Level 3 Spell Slots Unlocked

You gain access to 3rd-level spells, significantly increasing your magical versatility.

Evocation Savant

The gold and time you must spend to copy an evocation spell into your spellbook is halved.

Abjuration Savant

The gold and time you must spend to copy an abjuration spell into your spellbook is halved.

Divine Health

Your divine powers shield you from disease, making you immune to all diseases.

Sign of Ill Omen

You can now cast the spell Bestow Curse, placing a curse on a creature that you can see within range.

Font of Inspiration

You regain all uses of your Bardic Inspiration feature after completing a short or long rest.

Improved Bardic Inspiration

Your Bardic Inspiration die becomes a d8, increasing the potential bonus you can provide to your allies.

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