Summary
There are plenty of feats brought over fromDungeons and Dragons Fifth EditioninBaldur’s Gate 3, including some of the most iconic feats like Polearm Master and War Caster. In total, players will be able to pick from a whopping 41 feats throughout their playthrough, but there are a fair few that weren’t adapted from the iconic tabletop game.
It’s hard not to feel spoiled for choice when picking the next elusive feat at levels four, eight and twelve, but there’s definitely a few missing thatwould have made for some fantastic gameplay. From Inspiring Leader to Metamagic Adept, here are the top picks for feats that should have been included inBaldur’s Gate 3.

10Dragon Fear
Gain Tactical Versatility During Combat
Dragon Fear is found inXanathar’s Guide to Everything, and grants a +1 bonus to Strength, Constitution or Charisma, and is exclusive to the Dragonborn race, which is, of course, the default species for the Dark Urge player character. This would make this a great candidate for a feat to be added toBaldur’s Gate 3,and would pair very nicely with the canon aspect of the Dark Urge character.
InDungeons and Dragons Fifth Edition,players canopt to use the Breath Weapongranted to a Dragonborn to strike fear in the hearts of enemies instead of dealing damage. This would work really well with the Bhaalspawn aspect of the Dark Urge, and be extremely useful with how the frightened condition works inBaldur’s Gate 3, which is that it prevents enemies from moving, instead of simply preventing them from moving closer to the source of their fear.

9Fey Touched
Bolster Core Skills With The Power of the Fey
Fey Touched is a great feat that provides a nice bonus to any character with no prerequisite requirements, meaning it is available to anyone. After a player’s exposure to the magic of the Feywild, this feat grants a +1 bonus to Intelligence, Wisdom or Charisma.
What’s more, a player can learn Misty Step andan additional first level spell of their choicefrom the divination or enchantment spell list. The spells use the spellcasting ability that is improved by this feat, and can be cast once per long rest without expending a spell slot. This would provide excellent versatility for characters who may be struggling to manage their spell slot resource, and will allow them to step out of a sticky situation with ease.

8Crusher
Gain Advantage and Mobility
The Crusher feat would be a solid bonus to any martial characters inBaldur’s Gate 3.First off, it provides a +1 bonus to either Strength or Constitution, which would definitely be appreciated if playing as Lae’zel or Karlach.
Crusher also grants 5 extra feet of movement whenever a character deals out bludgeoning damage, which could allow for a hit-and-run style of gameplay, if they are able to stand up to opportunity attacks, of course. It alsogrants advantage on attack rollsafter a critical hit, which happens fairly frequently inBaldur’s Gate 3.

7Bountiful Luck
Protect Key Party Members
Bountiful Luck is a halfling-exclusive featthat provides a simple yet extremely valuable bonus that other members of the adventuring party will be sure to appreciate. This feat allows an ally of the character with this feat, that is also within 30ft, to re-roll any natural 1 on the d20.
This would be extremely useful inBaldur’s Gate 3, as rolling dice is an extremely common feature of the game and, unfortunately, natural 1s are all too familiar to avid players. Typically, a player might be able to use one of 4 possible maximum inspiration points to undo that natural 1, but often times that inspiration is nowhere to be found when it is needed most, making this a great feat that should have been included for support characters.

6Healer
Grant Downed Allies a Second Wind
Baldur’s Gate 3can be a lot more brutalthanDungeons and Dragons. Unlike a friendly Dungeon Master, the game is not too worried about hurting a player’s feelings. This means that avid players of bothBaldur’s Gate 3and the table-top game will likely find themselves getting knocked unconscious far more than inDungeons and Dragons.
This is where the Healer feat would have made an excellent addition to the game. It allows the player who takes this feat to stabilize a creature that has been knocked down, and restore it to 1 hit point, or alternatively, restore 1d6+4+Hit Dice HP. This would be a great feat for a Cleric like Shadowheart, who can keep her allies in the fight even when running low on spell slots and healing potions.

5Eldritch Adept
Dip a Toe into a Warlock’s abilities
Eldritch Adept is a unique feat from Tasha’s Cauldron of Everything that allows players to get a taste of the full power available to Warlocks. It grants the player who takes it, providing they have access to the spellcasting or pact magic feature, the ability to learn one Eldritch Invocation.
The options available here are immense, even for non-warlocks, who can learn Beast Speech, Beguiling Influence, Armor of Shadows, Eldritch Mind, Devil’s Sight, Ascendant Step (so long as they are 9th level) and more. These are all great bonuses for any character that are sorely missed inBaldur’s Gate 3.This would also go some way to expand on the fairly limited spell slots that Warlocks have, providing them with extra utility in combat.
4Skulker
Stay Hidden in the Shadows
Skulker would be a great feat for anyone looking to play as a Rogue, or as Astarion inBaldur’s Gate 3.This feat allows players to hide whilst lightly obscured, and does not reveal a player’s position when hiding from a creature and missing a ranged attack against them. This would be a fantastic feature for anyone focusing their Rogue into the Assassin subclass.
One of the most frustrating parts ofBaldur’s Gate 3is the stealth system, which stands out like a sore thumb when compared to how refined and polished the rest of the game is. This would provide some much-needed bonuses to anyone attempting to build a stealth character in the game, and allow stealth-focused characters to really shine.

3Inspiring Leader
Bolster allies with a neat boost to HP
The Inspiring Leader feat is found in the player’s handbook, and is available to any character who has a Charisma score of 13 or higher. It allows them to spend 10 minutes inspiring their companions, and granting up to six friendly creatures within 30 feet temporary hitpoints equal to the player’s level + Charisma modifier.
There are some particularly brutal fights inBaldur’s Gate 3that would definitely go a little smoother for the adventuring party if they had a few extra hit points. It’s all too common of a sight for a Cleric to spend the majority of a battle reviving and healing downed players, and this feat would allow each party member to stay in the fight that little bit longer.

2Telekinetic
Fortify Your Mind and Use It Offensively
The Telekientic feat would definitely not breakBaldur’s Gate 3,but it might provide a little extra versatility in combat, especially when combined with the environment in the game, which can often be used offensively during a battle. This feat increases Intelligence, Wisdom or Charisma by 1, but no higher than 20, and allows players to learn the mage hand cantrip. If they already know this spell, the range increases by 30 feet.
If that didn’t sound interesting enough, the Telekinetic feat allows players to spend a bonus action to try to telekinetically shove a creature, forcing them to roll a strength saving throw. On a failed save, the creature is moved either 5 feet away, or 5 feet towards the character. This could be great to push enemies over the edge into the abyss, or to drag them into a spike growth.

1Metamagic Adept
Learn the Secrets to a Sorcerer’s Abilities
The Metamagic Adept feat provides such excellent versatility for spellcasters that it’s a real shame that it wasn’t included inBaldur’s Gate 3.Found in Tasha’s Cauldron of Everything, anyone who learns this feat can learn two metamagic options from the Sorcerer class. It also grants 2 sorcery points to spend on metamagic.
Whilst it’s understandable that the developers didn’t want to give away some of the defining class features in a feat to another spellcaster, it’s hard to avoid wondering how powerful Gale or Wyll could be if they were able to twin some of their spells, or even quicken them to output a colossal amount of damage in just one turn!