Summary

  • Feats in Baldur's Gate 3 grant powerful abilities to characters, but they are limited, so choose wisely.
  • Rogues have access to additional feats at levels 6 and 10, making their choices more challenging.
  • Key feats for Rogues include Ability Score Improvement, Dungeon Delver, Athlete, Mobile, Savage Attacker, Alert, Skilled, Dual Wielder, Sharpshooter, and Crossbow Expert.

In Dungeons & Dragons, Feats are a key aspect of character creation and progression. Baldur's Gate 3 uses the same rules as the famous TTRPG, with some variations, and also uses Feats to grant powerful new abilities to a certain build by giving them a unique ability that provides a buff or bonus in one specific area.

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Rogues, similar to Fighters, learn additional feats at levels 6 and 10, meaning players picking this class will be faced with more choices than others. They can vastly affect a character's build, and this is already a versatile class that can do almost anything.

Updated March 24, 2025 by Kristy Ambrose: Patch 8 is expected to drop any day now, and it contains some exciting extras that include new subclasses and several bug fixes, and the roster might include a few extra Feats for Rogues. It will be the last major patch, and they're making it count, with plans to move on to other projects after. New subclasses, Photo Mode, and crossplay are just some of the additions, and fans are already looking forward to Baldur's Gate 4.

18 Ability Score Improvement

Better Core Skills

  • Increase one ability score by 2 or two ability scores by 1

Rogues will typically rely on two core skills, Dexterity and Constitution. When creating a character, Baldur's Gate 3 places a soft cap on ability scores, preventing them from getting higher than 17, while they cap at 20 during gameplay. This means there's always room for improvement on those core skills that will allow Rogues to hit their mark and toughen up.

If a Rogue chooses the Arcane Trickster subclass, this is a great feat to bolster their Intelligence score, which is their primary spellcasting ability. Rogues won't focus their efforts on improving Intelligence, which can make the Arcane Trickster subclass a little underwhelming when casting spells. The Ability Score Improvement Feat is great to get more out of this chosen subclass.

17 Elemental Adept

Improve Casting And Magic Resistance

  • Increased resistance to one kind of elemental damage and makes it impossible to critically fail when casting a spell

This Feat is useful for characters that don't have any spellcasting abilities or that only have a cantrip or two because of their race or a special piece of gear, so it's still ideal for Rogues. It's even better for those who have chosen the Arcane Trickster subclass or can use racial cantrips like Ray of Frost or Fire Bolt.

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When casting a spell using this type of damage, it's impossible to roll a 1, which would equal a critical fail. The player can choose one of the five types of elemental damage, which are Fire, Cold, Lightning, Thunder, and Acid, and gain increased resistance to that type of damage.

16 Sentinel

Protect Allies And Surprise Enemies

  • Gain an Attack of Opportunity against an enemy attacking an ally in melee range, and get a chance to knock them Prone with the attack.

As great as this Feat is, use it sparingly, as it can't be used to help allies that already have the Sentinel Feat. This is why it's more popular with physical damage classes like Rogues and Fighters that tend to stay in the melee range.

There are three parts to this Feat. When the Rogue uses their Attack of Opportunity against an enemy to protect an ally, it's Sentinel: Vengeance. The improved chance to knock them Prone is Sentinel: Snare, and finally Sentinel: Opportunity Advantage gives them Advantage on their attack.

15 Dungeon Delver

A Deadly Adventure Is A Walk In The Park

  • Advantage on Perception checks to detect hidden objects and traps and on Saving Throws to resist or avoid a trap, resistance to damage caused by traps

Entering a new dungeon can be a pretty scary experience, particularly when nobody knows what could be lurking around the next corner. Rogues are often the designated characters to handle some things a dungeon might throw at the party, such as locks or traps, and the Dungeon Delver feat improves on their natural aptitudes.

This Feat grants Advantage on Perception checks to detect hidden objects and traps, and even on Saving Throws to resist or avoid a trap. What's more, a Rogue with this feat will gain resistance against damage from traps, meaning damage taken will be halved. For the characters who will often find themselves disarming traps, a Rogue could certainly do much worse than the Dungeon Delver feat.

14 Charger

For The Melee Fighting Rogue

  • Gives the Rogue the abilities of Shove and Weapon Attack

Charger is a Feat usually associated with classes like Fighters, or anyone in the role of Defender. Any character can use these skills, and the Rogue is frequently responsible for both ranged and melee damage. Plus, these abilities can be used as part of the Rogue's stealth abilities.

Shove is a handy skill that allows the Rogue to rush forward and attack the first enemy in their path. Weapon Attack works with Shove and uses both an action and a bonus action to add +5 to a melee weapon attack, and it can also be used with a ranged weapon up to 30 feet.

13 Tough

More Hit Points Means Better Survival

  • Rogues must find a way to manage low AC while fighting in melee range.

This Feat is less useful for Rogues that fight from a distance, so Archery Rogues with sniper, crossbow, or ranged builds can choose something else. Even in that case, having more hit points is always better for any class.

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Tough in BG3 increases the character's hit point by +2 for each level, so if the player decides to get it, sooner is better than later. There's also a Tough Feat in D&D, but it only grants +1 per level, which is one example of how the video game rules and TTRPG rules aren't always exactly the same.

12 Athlete

Increase Mobility During Battle And Exploration

  • Grants a +1 bonus to Strength or Dexterity, increases Jump distance by 50%, uses less movement to recover from Prone

This feat not only grants a +1 bonus to Strength or Dexterity, but it means they will use less movement when getting up after being knocked prone. Rogues that typically attack at a range will often find themselves repositioning to gain advantage and deliver a devastating sneak attack against their enemies, making Athlete an ideal Feat to learn to improve this ability.

Rogues who like to jump from shadow to shadow, or from low to high ground to gain that precious advantage roll, will also benefit from their jump distance increasing by 50%. This can be an invaluable resource to get the most out of their movement.

11 Mobile

Additional Movement Options

  • Increases the movement speed of a character by 10 feet and ignores Difficult Terrain after the Dash Action

Much like the Athlete feat, Mobile can be invaluable for a Rogue who wants to hit hard from the shadows. It increases the movement speed of a character by 10ft, which typically represents a 30% increase for a normal speed character, which is determined by their race. This provides a great movement opportunity to ensure a Rogue is in the best position possible before and during a fight.

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This feat also grants two small boons, such as difficult terrain evasion and opportunity attack evasion. Difficult terrain will typically slow down a character who attempts to traverse across surfaces like ice or grease. Still, with the ability to evade difficult terrain, this movement penalty is ignored when the Dash action is taken.

10 Savage Attacker

Make Hits Harder And Count More

  • Roll damage dice twice for melee weapon attacks

This feat is not just great for Rogues to learn, but for almost any class that relies on melee attacks. It's a deceptively simple feat that allows a Rogue to roll damage dice for melee weapon attacks twice, and use the higher result, essentially gaining advantage on damage rolls.

When paired with a Rogue's sneak attack ability, which is famous for dishing out troves of extra damage, the Savage Attacker feat can be devastating and allows a Rogue to potentially turn the tide of a fight in an instant.

9 Alert

Prevent Ambushes And Never Be Surprised

  • +5 to Initiative and never be Surprised

The way Initiative was changed in Baldur's Gate 3 makes the Alert feat way more valuable than it is in Dungeons and Dragons Fifth Edition. Instead of rolling 1d20 + Dexterity for Initiative, players will instead roll 1d4 + Dexterity, meaning it doesn't take as much of a bonus to ensure the top spots in Initiative order.

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The Alert feat grants a huge +5 bonus to Initiative. This typically means a Rogue, who will likely already have a pretty handsome Dexterity score, will often roll at the top, or near the top, of the Initiative order. This is exceptionally useful if combined with the Assassin subclass, which grants Advantage on attack rolls for creatures that have not yet taken a turn in combat.