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InBaldur’s Gate 3,character creation and build progression are key aspects of the game, with builds being all the difference between making or breaking your run - particularly in higher difficulties. For this reason, every aspect of builds, such as Class and Subclass selection, Spell choices, stat spreads, and Feats, is an important thing that players will want to get right.
For this reason, considering the perfect Feats for each of your companions is highly important, as different Feats synergize the best with specific Classes or Subclasses. While Ability Improvement is a natural option for many due to the +2 to a stat/stats of your choice, it is also important to consider what other passives and bonuses will really make your builds thrive, and which Feats can achieve this. To help point players in the right direction,the best Feats for every Companion character in Baldur’s Gate 3have been outlined below.
Prerequisites
War Caster
You gain Advantage on Saving Throws to maintain Concentration on a spell.
you’re able to also use a reaction to cast Shocking Grasp at a target moving out of melee range
Spellcasting ability
Heavily Armored
You gain Armor Proficiency with Heavy Armour and your Strength increases by 1, to a maximum of 20.
Durable
Your Constitution increases by 1, to a maximum of 20.
You regain full hit points each time you take a Short Rest.
Alert
You gain a +5 bonus to Initiative and can’t be Surprised.
Spell Sniper
You learn a cantrip.
The number you need to roll a Critical Hit while attacking with a spell is reduced by 1. This effect can stack.
Sharpshooter
Your ranged weapon attacks do not receive penalties from High Ground Rules.
Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack Roll, but deal an additional 10 damage.
Mobile
Your movement speed increases, and difficult terrain doesn’t slow you down when you Dash.
If you move after making a melee attack, you don’t provoke Opportunity Attacks from your target.
Dual Wielder
You can use Two-Weapon Fighting even if your weapons aren’t Light, and you gain a +1 bonus to Armour Class while wielding a melee weapon in each hand.
Magic Initiate - Wizard
You learn 2 Cantrips and a Level 1 spell from the wizard spell list.
you may cast the Level 1 spell once per Long Rest.
Great Weapon Master
When you land a Critical Hit or kill a target with a melee weapon attack, you can make another melee weapon attack as a bonus action that turn.
Attacks with Heavy melee weapons you are Proficient with can deal an additional 10 damage at the cost of a -5 Attack Roll penalty. (You can toggle this on and off.)
Sentinel
When an enemy within melee range attacks an ally, you can use a reaction to make a weapon attack against that enemy.
Target ally must not have the Sentinel Feat.
You gain Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
Polearm Master
When attacking with a glaive, halberd, quarterstaff, or spear, you may use a Bonus Action to attack with the butt of your weapon.
You can also make an Opportunity Attack when a target comes within range.
Tough
Your hit point maximum increases by 2 for every level you have gained.
Savage Attacker
When making weapon attacks, you roll your damage dice twice and use the highest result.
Elemental Adept
Your spells ignore Resistance to a damage type of your choice.
When you cast spells of that type, you cannot roll a 1.
Lucky
You gain 3 Luck Points, which you’re able to use to gain Advantage on Attack Rolls, Ability Checks, or Saving Throws, or to make an enemy reroll their Attack Rolls.
Tavern Brawler
When you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifier is added twice to the damage and Attack Rolls.
Martial Adept
You learn two maneuvers from the Battle Master subclass and gain a Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
Moderately Armored
You gain Armour Proficiency with Medium Armour and shields, and your Strength or Dexterity increases by 1, to a maximum of 20.
Defensive Duelist
When attacked while wielding a Finesse Weapon you’re Proficient with, you can use a reaction to add your Proficiency Bonus to your Armour Class, possibly causing the attack to miss.
Magic Initiate - Sorcerer
You learn 2 Cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Resilient
You increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability’s Saving Throws.
Heavy Armor Master
Your Strength increases by 1, to a maximum of 20.
Incoming damage from non-magical attacks also decreases by 3 while you’re wearing heavy armour.
Shield Master
You gain a +2 bonus to Dexterity Saving Throws while wielding a shield.
If a spell forces you to make a Dexterity Saving Throw, you’re able to use a reaction to shield yourself and diminish the effect’s damage.
On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don’t take any damage.
Crossbow Expert
When you make crossbow attacks within melee range, the Attack Rolls do not have Disadvantage. Your Piercing Shot also inflicts Gaping Wounds for twice as long.