In Baldur’s Gate 3, the best feats are those which give universal benefits.
Feats are special talents that give boosts, unlock new skills, or allow for new gameplay opportunities. Player characters can choose a feat once every four levels.
Since the max level in Baldur’s Gate 3 is 12 instead of the usual Dungeons and Dragons level 20, this means that players will get three feats total per character.
Given their rarity, this means that players should make sure they’re choosing the best feats for their character.
While the different classes all have different priorities, so almost no feat is good for everyone (almost), there are still a few feats that are never bad choices, even if they might not be the most optimal

5) Lucky
Lucky gives three Luck Points which allow you to reroll any Attack Rolls, Ability Checks or Saving Throws.
Alternatively, if an enemy is about to hit you, you can force them to reroll their attack.
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In a game that focuses on dice rolls for its core mechanics, the ability to reroll if the dice go against you is always useful.
The best thing about Lucky is that you can get three Luck Points per long rest. Since long rests are very easy to do in Baldur’s Gate 3 compared to the D&D game, this means you will almost never be out of luck.
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4) Alert
Alert prevents your character from Surprise Rounds, meaning they can never be ambushed.
Always a good thing since the alternative is your opponents doing whatever they want for a full round without any chance to react.
But the real benefit which makes Alert one of Baldur’s Gate 3’s best feats is the sizable +5 to Initiative rolls.
Getting to move first in combat is a massive advantage, but Dexterity bonuses normally determine Initiative.
As a result, a lot of classes generally won’t get to move early since they don’t invest in their Dexterity stat.
Alert sidesteps that problem and ensures that you’ll be able to dictate the pace of the fight.
3) War Caster
War Caster gives Advantage on Saving Throws to maintain Concentration spells and allows casters to use Shocking Grasp for their Opportunity Attack.
This might seem niche since non-magical attackers don’t get anything from this Feat, but every magic-using class benefits enormously.
The Shocking Grasp is useful since magic spells are going to hurt more than a weapon attack for most spellcasters, but the Concentration Advantage is enormous.
Wizards, Warlocks, Sorcerers, Clerics, Paladins, Bards, and Druids: all will want to use the enormously powerful Concentration spells but can’t afford the Constitution score that dictates the Saving Throw.
Ensuring incidental damage won’t waste their strong spells greatly benefits the spellers and their teammates.

2) Resilient
Resilient is very boring on paper: get a +1 to any Ability score and get Proficiency in all Saving Throws governed by that Ability.
What makes this one of the best feats in Baldur’s Gate 3, regardless is that Ability score bonuses are very difficult to earn outside of Feats.
So while it seems unexciting in the description, the better way of viewing this Feat is “Get a bonus to the stats you will always be using while also improving your survivability against 1/6 of all dangers.”
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1) Ability Improvements
If +1 to any stat is good, then +2 to any stat or +1 to any two stats is even better!
As mentioned above, it’s hard to permanently increase your Ability scores over the course of the game.
In fact, there might be only a handful of chances total, and most involve some nasty or dangerous trade-off.
So getting to better your character in a way that will be universally useful is going to be the best Feat available, no matter what class or race you picked.
























