Leveling up in Baldur’s Gate 3 can be pretty complicated—especially if you aren’t already familiar with the mechanics established in Dungeons and Dragons 5th Edition. Some of the choices that you’ll find on the level-up screen might seem relatively straightforward, but feats are definitely a little on the tricky side. There are so many to choose from and they all have wildly different effects. Fighters get to choose between taking two ability score improvement points or picking a feat at levels 4, 6, 8, and 12.
There are a lot of different ways to play a Fighter. The traditional Fighter is a tank. They’re meant to take hits for the rest of the party while dishing out powerful melee attacks against their enemies, but BG3 also allows for other builds. There are Dex builds that rely on finesse weapons, ranged Fighters that master the bow, and the Eldritch Knight subclass even opens the door to magic/melee hybrid characters. Different feats will benefit different styles of Fighters, so make sure to pick the ones that are best for your build. Here are our picks for the 10 best feats for Fighters in Baldur’s Gate 3.
We’ve ranked the top feats for fighters from worst at #10 (still a relatively great option) to best at #1.
First up on our list of the best feats for Fighters in Baldur’s Gate 3 is Charger. This is an excellent option for anyone looking to get a little more aggressive with the way they manage the field. It allows you to reach a target that might be just outside your range of movement and either hit them with a weapon attack or else shove them to the ground.
This is good for a couple of reasons. It allows players to get into the center of the action even if their normal movement wouldn’t quite allow them to do so, but it also allows them to knock back enemies that would normally be too heavy for the ordinary shove action. Anyone who’s sunk a few hours into BG3 knows exactly how valuable that shove can be under the right circumstances.
Lucky is one of those rare feats that is kind of broken no matter what class you’re playing. It gives you 3 ‘Luck Points.’ These can be spent to gain advantage on attack rolls, ability checks, or saving throws. You can even use them to make an enemy reroll their attacks on a successful hit. Not only that, but it works as a reaction without expending your reaction in a turn and you get all three luck points back after a long rest.
It’s not hard to understand why Lucky is a useful feat. A lot of DMs remove it from their table because they feel that it’s too overpowered. It’s definitely one of the best feats you can take, regardless of your class in BG3. The only reason it doesn’t rank higher on our list is because nothing about it is specific to Fighters.
#8 Mage Slayer
Anyone with experience playing RPGs knows that you always take out any enemy in a robe first. It doesn’t matter if it’s a Wizard, a Warlock, or a Sorcerer. If it shoots spells, you send it to hell. This is because mages typically deal the most damage to heavily armored classes. It doesn’t matter if you’re AC is 12 or 20 when you’re hit with a Fireball.
Mage Slayer is a feat that’s designed to give melee fighters a bit more of an edge in these encounters. It makes it so that you have advantage whenever you have to make a saving throw against a spell when the caster is within melee range. It also allows you to use your reaction to immediately make an attack against them. On top of that, spellcasters that you hit have disadvantage on Constitution saving throws to maintain their spells.
This is definitely a situational feat. It certainly won’t be useful in every fight, but it will help Fighters to defeat their deadliest foes.
#7 Martial Adept
Purists who wish to play Fighters tend to go for the Battle Master subclass. This allows them to choose from fourteen unique martial abilities that allow them to control the battlefield in various ways. Goading Attack, for instance, allows Battle Masters to hit enemies and force attention on themselves by imposing disadvantage on all attacks against their allies. These abilities expend Superiority Dice, which work a bit like spell slots and replenish with each short or long rest. Those who take the Battle Master subclass will get to choose their favorite maneuvers right off the jump, but that doesn’t mean that other subclasses can’t use them too.
The Martial Adept feat allows players to choose any two maneuvers from the Battle Master Subclass and gives them one superiority die to spend when they want to use them. That might not seem like much, but something like Evasive Footwork or Commander’s Strike can really come in clutch during a difficult battle. It’s also good for those who’ve already taken the Battle Master subclass as they’ll have a couple more options for how to use their pool of superiority dice.
#6 Polearm Master
Swords, maces, clubs, and axes all make for excellent one-handed weapons that can be used with a shield, but those willing to give up the extra 2 AC can do a lot of damage with a two-handed polearm. The trick is to pick up the Polearm Master feat. This gives characters the ability to unleash a second attack with the butt of their weapon as a bonus action any time they take the attack action. It also grants them the ability to make an opportunity attack any time a target steps within range.
This is particularly deadly in the hands of a fighter because their whole gimmick is taking multiple attacks per round. You could theoretically get an opportunity attack on an enemy that enters your range, then do a regular attack at the start of your turn, bonus action butt attack, extra attack, and then action surge and do it all over again all in a single round of combat. That’s a ton of damage, and it doesn’t even take into account the extra reach that polearms grant.
#5 Shield Master
Nice as two-handed weapons are, most fighters are all about building up that AC. Shield Master is an excellent feat for those who prefer the more classic sword-and-board build. As we mentioned in the Mage Slayer section, there are several spells that ignore AC. That can be disastrous for Strength builds that rely on shields and armor for defense.
Shield Master grants characters a +2 bonus to Dexterity saving throws as long as they’re wearing a shield. This is big because Dex saves are the ones fighters are going to be performing the most often when attacked by spells. Not only does Shield Master increase your chance of succeeding, but it also allows you to use a reaction to diminish the spell’s damage. Failed saving throws only take half damage while successful ones take no damage at all.
Mages will be shaking in their fancy boots when they watch you shrug off a Fireball.
#4 Savage Attacker
As we’ve mentioned before, Fighters are all about making lots and lots of attacks. The Savage Attacker feat is all about making sure that each of those attacks does as much damage as possible. It’s pretty straightforward. Every time you make a melee weapon attack, you roll the damage dice twice and take the higher of the two numbers.
It might not be as flashy as some of the other abilities on this list, but it means that you’ll dish out a little bit more damage. Every. Single. Turn. Savage Attacker is a decent feat for any melee class, but no one benefits from it more than a Fighter.
There are a couple of reasons why Athlete is one of the best feats for fighters in Baldur’s Gate 3. The first is that players get to add a point to either Strength or Dexterity in addition to getting the feat’s effect. That’s particularly useful if your primary stat is currently set to an odd number. Most players start out their BG3 campaign with their primary stat set to the maximum of 17, but your modifier only goes up on even numbers. That means you can add a point to Str or Dex (depending on your build) and turn that +3 into a +4, while also getting Athlete’s other effects.
Athlete allows to stand from the prone position without using nearly as much movement. It also increases your jump distance by 50%. Those can both come in handy fairly often. Various spells, explosives, and other effects can knock your character down, severely limiting mobility. Jump is also very useful for extending how far you can move in a turn. With max strength and Athlete, it will almost be like you have a Jump spell permanently in effect. The only downside is that jumping will still take up your bonus action.
As you might have guessed from the name, Mobile is another excellent feat for getting around the battlefield. To start, it adds an extra 3m of movement and makes it so difficult terrain doesn’t slow you down when you dash. That’s just the tip of the iceberg though. The best thing about Mobile is that it makes it so you can move after making a melee strike against a creature without provoking an attack of opportunity.
This is really useful for cluttered fights. You can strike a frontline enemy that stands between you and your primary target. Then, whether you hit them or not, you can move past them without being hit by an attack of opportunity and then use your extra attack on the creature you’re really trying to eliminate. It’s also good for those times when your health gets really low and you want to fall back without taking that one final hit.
While there are a lot of amazing feats that can make a Fighter stronger, Sentinel is one of the only ones that makes them better at defending the rest of their party. Sentinel makes it so that any time an enemy who is within melee range attacks an ally, you get to make an attack against them as a reaction. It also makes it so that you have advantage on all opportunity attacks and creatures can no longer move for the rest of their turn when you manage to land an opportunity attack on them.
We consider this the best feat for most Fighters because it’s the most useful for the quintessential fighter’s job: get into the thick of the fighting, keep your enemies’ attention on you, guard your allies, and dish out punishment.
Stay on the High Ground
Thanks for reading our list of Baldur’s Gate 3’s best Fighter feats. Be sure to let us know which feat is your favorite and follow us for more tips. Happy Gaming.