In Baldur'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 3 have been outlined below.
Baldur's Gate 3: Every Stat-Boosting Feat & The Best Classes For Them
In Baldur's Gate 3, there are many different Feats that can boost the primary stats of your Tav and Companions.
Best Feats For Shadowheart in Baldur's Gate 3
War Caster
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
War Caster |
You gain Advantage on Saving Throws to maintain Concentration on a spell. You can also use a reaction to cast Shocking Grasp at a target moving out of melee range |
Spellcasting ability All Classes at Level 4. |
- Shadowheart is a Trickery Domain Cleric by default, which means she generally utilizes strong utility Spells - many of which require Concentration. War Caster gives Shadowheart Advantage on her Concentration Saving Throws, meaning when she is hit in combat, she has a lesser chance of the Spell dropping. In particular, this Feat comes in clutch when running the likes of Spirit Guardians, Hold Person, or Bless/Bane.
Heavily Armored
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
Heavily Armored |
You gain Armor Proficiency with Heavy Armour and your Strength increases by 1, to a maximum of 20. |
Medium Armor Proficiency All Classes at Level 4. |
- Unlike other Cleric Domains, which may naturally get Heavy Armor Proficiency, Trickery Clerics only have Medium Armor Proficiency. Heavily Armored will enable Shadowheart to gain Heavy Armor Proficiency, which lets you utilize heavy armors to bump her AC. This is a good investment, as most of the time Shadowheart won't be a Stealth character for you (unless you respec to go DEX-based Cleric), so the additional +1 to Strength also comes in handy for melee weapons and shove purposes. Heavy Armor and a Shield are also a wonderful pair, so choosing this option can really make Shadowheart a Spellcasting Tank in your party.
Durable
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
Durable |
Your Constitution increases by 1, to a maximum of 20. You regain full hit points each time you take a Short Rest. |
All Classes at Level 4. |
- If you're keeping the companions in their natural Classes and Subclass selections, then it is very likely that at least at some point during your run, Shadowheart will fall into the main healer role. Durable comes in extremely handy if you happen to be playing Shadowheart in this way. As your primary healer, she will need to stay up at all times to be able to heal others and provide value with her strong utility, so ensuring she stays in safe HP levels is important. Durable makes this easy by allowing her to restore full HP on a short rest, making them even more of a strategic play between notable fights.
Alert
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
Alert |
You gain a +5 bonus to Initiative and can't be Surprised. |
All Classes at Level 4. |
- Alert can be crucial if you're leaning heavily into the utility-farming approach with Shadowheart, as a stronger Initiative score will see you appear first on the combat turn order more often. This is important, as Shadowheart can then initiate by casting various buffs and de-buffs (Bless, Bane, Shield of Faith, Haste, etc) at the beginning of the fight, then set up Spiritual Weapon. At the beginning of turn 2, you can then cast Spirit Guardians before using your Bonus Action to slip into Sanctuary - using your guardians to run around and deal damage while focusing on healing, buffs, and debuffs across the following turns.
Spell Sniper
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. |
Spellcasting ability All Classes at Level 4. |
- Spell Sniper provides value by adding another Cantrip into Shadowheart's arsenal of tools, which comes in handy when there are no Spell Slots left to use. However, where this Feat truly proves its worth is with the reduced Critical Hit roll, helping to make her offensive Spellcasting even more potent.
Baldur’s Gate 3: Best Armor For Shadowheart
Shadowheart is much more than a designated healer. Outfit her with these armor pieces in Baldur's Gate 3 to make the most of her potential.
Best Feats For Astarion in Baldur's Gate 3
Sharpshooter
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. |
All Classes at Level 4. |
- By default, Astarion is an Arcane Trickster Rogue, meaning he utilizes DEX as his primary stat. Even if you are not necessarily going for a ranged archer build, almost any rogue or high-DEX character can get much value out of a ranged bow. Sharpshooter adds massive extra damage on a successful hit, which is even capable of stacking with special arrows and Sneak Attack, making him deadly at every range.
Mobile
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. |
All Classes at Level 4. |
- Rogues are generally more squishy than other melee weapon users, as they usually only have Light Armor Proficiency unless they acquire Medium Armor Proficiency through one of the limited options. Mobile helps grant them some more survivability, as they can melee attack, then move for free without provoking Opportunity Attacks from that enemy, either to safety, or to a different target for their off-hand attack.
Dual Wielder
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. You cannot dual-wield Heavy Weapons. |
All Classes at Level 4. |
- Rogues benefit from dual-wielding light finesse weapons such as daggers, shortswords, and scimitars. With Dual Wielder, the opportunity to wield other weapons opens up, also enabling more potent damage output. Some popular choices involve dual rapiers or crossbows, both of which significantly enhance your damage per turn, and the +1 AC always comes in handy for squishy Rogues.
Magic Initiate - Wizard
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
Magic Initiate - Wizard |
You learn 2 Cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence. |
All Classes at Level 4. |
- Arcane Tricksters are a melee half-caster Subclass with a limited Spell list. When it comes to their Spellcasting stat, they use INT. This makes Magic Initiate a handy choice, as Wizards also utilize INT for their spells. This gives the Arcane Trickster two additional Cantrips and one Spell from the Wizard list, allowing them to expand their kit a bit whilst also utilizing their same Spellcasting ability.
Alert
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
Alert |
You gain a +5 bonus to Initiative and can't be Surprised. |
All Classes at Level 4. |
- Initiative is based on the Dexterity modifier of a character, so Rogues generally have pretty solid Initiative. However, by taking Alert, there won't be many times when your Rogue doesn't show up first on the turn order in combat. This comes in handy for setting up favorable positioning and getting early hits in with Sneak Attacks. While this is generally crucial to Assassin builds, it can also be implemented well with the Arcane Trickster, primarily due to Booming Blade and Sneak Attack being able to stack with one another.
Baldur’s Gate 3: How To Make Astarion See Himself In The Mirror
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Best Feats For Lae'zel in Baldur's Gate 3
Great Weapon Master
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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.) |
All Classes at Level 4. |
- By default, Lae'zel is a Battle Master Fighter, meaning she thrives in utilizing heavy weapons and dealing big blows of melee weapon damage on the frontline. Great Weapon Master is essentially the Sharpshooter of great weapons, meaning she can capitalize on her powerful STR stat to deal even more damage on a hit. Furthermore, this can also stack with her Battle Maneuvers, such as Menacing Attack, to deal extra damage.
Sentinel
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. |
All Classes at Level 4. |
- Sentinel is one of the best Feats that you can possibly run on any aggressive melee frontliner, such as a Paladin or Fighter. You can use it to your advantage to even strategically position Lae'zel on the battlefield between enemies and allies, forcing it to proc during each round of combat.
Polearm Master
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
Polearm Master |
When attacking with a glaive, halberd, quarterstaff, or spear, you can 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. |
All Classes at Level 4. |
- Polearm Master works very well on the likes of a melee Fighter, especially because it has the potential to pair with both Sentinel and Great Weapon Master, so long as you use a viable weapon. This lets you control a wider space on the battlefield while inflicting heavy damage, and still enables you to use your Battle Manuvers even at the 10ft range.
Tough
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
Tough |
Your hit point maximum increases by 2 for every level you have gained. |
All Classes at Level 4. |
- HP is very important to characters who live on the frontline, as although they generally have much higher AC than other party members, they also tend to take the most physical hits from enemies. Tough gives you a bonus 2 HP for every level you have gained, for a total of +24 bonus HP at level 12. Furthermore, the better your CON, the higher your HP total will reach. With Tough and a secondary CON stat following STR, you can easily have the HP at or over the 150 mark by the end-game content.
Savage Attacker
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
Savage Attacker |
When making weapon attacks, you roll your damage dice twice and use the highest result. |
All Classes at Level 4. |
- Lae'zel brings the most value from dealing high melee weapon damage, and then enhancing this aspect through her Battle Manuvers. For this reason, ensuring you have the best chance of hitting every attack is crucial to her gameplay. Savage Attacker enhances this quality by essentially giving you Advantage not for your hit, but for your weapon dice, ensuring you always have maximum damage output for that action. If you can also manage to often proc Advantage for your hit, then Lae'zel will be a lethal damage machine with this Feat incorporated in her build.
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Best Feats For Gale in Baldur's Gate 3
Elemental Adept
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. Damage types: Acid, Cold, Lightning, Thunder, Fire |
All Classes at Level 4. |
- Gale tends to have the largest arsenal of elemental Spells up his sleeve. If you are building into utilizing a particular elemental damage type, Elemental Adept can be a very powerful Feat. Not only will it let you bust through enemies who usually have resistance against that damage type, but you will also be unable to roll a Nat 1 when using Spells that deal this damage type.
War Caster
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
War Caster |
You gain Advantage on Saving Throws to maintain Concentration on a spell. You can also use a reaction to cast Shocking Grasp at a target moving out of melee range |
Spellcasting ability All Classes at Level 4. |
- Gale's Spellcasting is key, and he thrives in using these Spells both to provide utility for your party and deal high damage - particularly in the mid to end-game. Furthermore, Shocking Grasp on Reaction gives Gale more use out of his Reactions every other round, so it's generally a pretty solid Feat investment.
Spell Sniper
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. |
Spellcasting ability All Classes at Level 4. |
- Spell Sniper is another valuable pickup for Gale's build. It gives an additional Cantrip to add to his Spell category, which is great for when Spell Slots are lacking, and more importantly, reduces the required roll for a critical hit. Spell crits in particular can do massive damage, so having a higher chance to secure crits on a more consistent level certainly comes in handy.
Lucky
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
Lucky |
You gain 3 Luck Points, which you can use to gain Advantage on Attack Rolls, Ability Checks, or Saving Throws, or to make an enemy reroll their Attack Rolls. |
Spellcasting ability All Classes at Level 4. |
- Lucky enables the user to re-roll an attack roll, ability check, or Saving Throw up to three times per Long Rest. Gale gains a lot of value from this, as he has some high damage heavy hitting Spells that can be upcast to deal lethal blows. With Lucky, you can give yourself Advantage on these rolls, meaning those crucial Spell Slots are much less likely to be wasted on a miss.
Tough
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
Tough |
Your hit point maximum increases by 2 for every level you have gained. |
All Classes at Level 4. |
- While Tough is ideal for further buffing the survivability of your frontline Tanks, it can also benefit the likes of Gale. This is due to Wizards being limited to robes instead of Armors by default; they are some of the squishier targets in battle. Having more HP can grant Gale more chances of survival against big damage, as keeping him alive throughout for his Spell value is key.
Best Feats For Karlach in Baldur's Gate 3
Tavern Brawler
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. |
All Classes at Level 4. |
- Tavern Brawler is a very strong Feat when implemented in the right build, and there are a few different scenarios where Barbarians really make this work. They have a STR-focused approach, meaning they can throw things (including improvised weapons) very far, and there are even a few weapons in the game that return to your hand when thrown, meaning you can use it on each attack or bonus action, and pair with the effects of your Rage for a strong frontline presence in combat.
Great Weapon Master
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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.) |
All Classes at Level 4. |
- Much like Fighters, Barbarians are another Class that uses STR-based weapons (such as two-handed Great Weapons) and tend to live on the frontline in combat. Great Weapon Master is highly beneficial to the Barbarian, as once you max their STR, more often than not, they will still roll to hit even with -5 penalty, resulting in a lot of extra damage when you consider multiple attacks per turn as well as potential reactions.
Martial Adept
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. |
All Classes at Level 4. |
- As Barbarians tend to fight with melee weapon attacks to deal big damage, they can get a lot of value from learning two Battle Master maneuvers. This includes Reposte, which lets you melee attack an enemy when they miss an attack on you, Menacing Attack to add extra damage and potentially frighten the enemy, and more. This also pairs nicely with Sentinel, Great Weapon Master, Savage Attacker, and most other Barbarian-favorable Feats.
Savage Attacker
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
Savage Attacker |
When making weapon attacks, you roll your damage dice twice and use the highest result. |
All Classes at Level 4. |
- Savage Attacker is beneficial to the Barbarian, as they can be some of the strongest frontline Tanks and deal a huge amount of damage per turn. With Savage Attacker, every time the Barbarian lands a hit, they will always ensure they maximize their damage output, as this enables them to roll damage twice and take the higher result - effectively giving you Advantage on damage.
Sentinel
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. |
All Classes at Level 4. |
- Sentinel synergizes well with Barbarian for the same reasons as it does with the Fighter - the Barbarian is almost always in melee range and potioned between characters, unless you're playing a ranged throw build. By sitting in the right combat spots between multiple enemies, you will likely be able to proc Sentinel in the next combat round.
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Best Feats For Wyll in Baldur's Gate 3
Moderately Armored
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
Moderately Armored |
You gain Armour Proficiency with Medium Armour and shields, and your Strength or Dexterity increases by 1, to a maximum of 20. |
Light Armor Proficiency All Classes at Level 4. |
- Moderately Armored is very beneficial to a Warlock. Naturally, they have Light Armor Proficiency, which makes them pretty squishy to enemies. While they can play at range with Eldritch Blast, Warlocks also gain a lot of value out of using finesse weapons such as daggers, shortswords, scimitars, and rapiers - particularly with the likes of Booming Blade. Moderate Armored allows you to bump up to Medium Armor and the option to wield a shield in one hand, which will increase your AC by quite a bit.
Spell Sniper
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. |
Spellcasting ability All Classes at Level 4. |
- The main benefit of selecting Spell Sniper for Wyll is that it helps to maximize the value of his Eldritch Blast by reducing the crit roll to a 19 or 20. By pairing this with further Eldritch Blast enhancements such as Agonizing Blast and Repelling Blast, Eldritch Blast becomes a very powerful weapon when it hits - and even better, it's a Cantrip, so no Spell Slots consumed!
Defensive Duelist
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. |
All Classes at Level 4. |
- Defensive Duelist essentially gives you a Shield Spell (with differing AC bonus depending on your stats) but without the need to take up a Spell Slot. This can be a great use of your reaction on turns where you need to play carefully to stay alive, and helps grant more survivability for moving in and out melee and Eldritch Blast range.
Magic Initiate - Sorcerer
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. |
All Classes at Level 4. |
- If you find that your build is limited by the Warlock Spell List, or if you are simply looking to expand Wyll's casting capabilities, then Magic Initiate - Sorcerer may be for you. This particular variant synergizes exceptionally well with a Warlock, as both of these classes utilize the same CHA stat for spellcasting.
Mobile
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. |
All Classes at Level 4. |
- Warlocks often take one of two approaches in combat - Hex + melee weapon hits and melee spells (Booming Blade, Shadow Blade), or Hex + Eldritch Blast from range. Mobile assists players in shifting between these approaches to rotate their strategy mid-battle. When players find themselves needing to back out of a melee situation, they can simply strike the enemy, then move away without taking Opportunity Attacks, before attacking with Eldritch Blasts next turn.
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Best Feats For Halsin in Baldur's Gate 3
War Caster
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
War Caster |
You gain Advantage on Saving Throws to maintain Concentration on a spell. You can also use a reaction to cast Shocking Grasp at a target moving out of melee range |
Spellcasting ability All Classes at Level 4. |
- Halsin can make the most out of War Caster to help him maintain Concentration on his Spells, which is particularly handy when you throw Wild Shaping into the mix. The addition of Shocking Grasp is also a helpful tool for his kit as another Spell.
Resilient
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
Resilient |
You increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability's Saving Throws. |
All Classes at Level 4. |
- Halsin can use Resilient to gain Proficiency in CON saves, which come in handy for maintaining his concentration on Spells in combat, both whilst in or outside of Wild Shape. He can also use this Feat to add CON +1, which helps further enhance the stat across the board for him.
Durable
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
Durable |
Your Constitution increases by 1, to a maximum of 20. You regain full hit points each time you take a Short Rest. |
All Classes at Level 4. |
- This plays into the same idea of Resilient, in which the Feat improves Halsin's CON, thus giving him more stability on spell concentration - even while in Wild Shape form. Furthermore, his overall survivability is significantly increased due to the ability to regain full HP with every Short Rest, just as he would on a Long Rest.
Mobile
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. |
All Classes at Level 4. |
- Mobile can be utilized by Halsin as a Druid to gain a surprising amount of value, as the Feat will function both inside and outside of Wild Shape. This enables him to reposition without needing to worry about taking damage from Opportunity Attacks, which can buy you enough time to heal up or switch between forms.
Tavern Brawler
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. |
All Classes at Level 4. |
- Tavern Brawler has a surprising level of effectiveness on a Druid, despite them not necessarily fitting into the generic 'Monk' or 'throw build' that Tavern Brawler so often sees. This is because while in Wild Shape, the player will mostly utilize unarmed attacks such as claws. This adds your STR mod to the roll twice, helping increase your consistency of successful hits.
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Best Feats For Minthara in Baldur's Gate 3
Sentinel
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. |
All Classes at Level 4. |
- Sentinel is a great choice for Minthara as a Paladin. She can utilize clever positioning to help shut down enemies, particularly those that need to move around a lot. Plus, because Sentinel can proc during other characters' turns, it helps to lock the enemy down to a designated area. This sets up the perfect opportunity for your team to hit them with the likes of a Hold Person and Smite combo before it begins its next turn.
Savage Attacker
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
Savage Attacker |
When making weapon attacks, you roll your damage dice twice and use the highest result. |
All Classes at Level 4. |
- Savage Attacker works brilliantly as an option for Paladins, especially as Smite, which is their bread and butter, counts as a weapon attack. This ensures that you will always have a chance at dealing increasing levels of damage, as your damage die will take the highest out of two rolls, in a game where every single HP counts, Savage Attacker can make all the difference.
Heavy Armor Master
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. |
Heavy Armor Proficiency All Classes at Level 4. |
- As Oathbreaker Paladins have Proficiency with all armor types, Minthara can utilize Heavy Armor Master to further buff her stats and grant more survivability. Most importantly, she will take reduced damage from all non-magical attacks when wearing Heavy Armor, giving her more presence on the frontline.
Shield Master
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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 can 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. |
All Classes at Level 4. |
- As Paladins are a great fit for Shields in combat, Shield Master further enhances this part of Minthara's build. Not only will having a shield boost your AC, but Shield Master enables you to significantly reduce your vulnerabilities in combat by buffing your DEX saves, being able to negate DEX save Spells with a reaction, and only take half damage on failed attempts.
War Caster
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
War Caster |
You gain Advantage on Saving Throws to maintain Concentration on a spell. You can also use a reaction to cast Shocking Grasp at a target moving out of melee range |
Spellcasting ability All Classes at Level 4. |
- Minthara has access to a number of Spells that utilize the Concentration mechanic, such as Bestow Curse, Magic Weapon, and more. By utilizing War Cast, Minthara can add Shocking Grasp into her combat options, as well as gain Advantage for her Concentration Saving Throws. This helps her to play much more efficiently, as she excels at casting these types of Spells to buff herself or her allies/debuff her enemies, then follow up with powerful attacks such as her Smites.
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Best Feats For Jaheira in Baldur's Gate 3
Tough
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
Tough |
Your hit point maximum increases by 2 for every level you have gained. |
All Classes at Level 4. |
- Tough grants a significant buff to Jaheira's HP, which provides her with more freedom to play aggressively when in combat. While Tough's HP bonus will not work for your Wild Shape forms, it is a very helpful survivability boost for when you're playing Jaheria in Druid form, making builds that utilize dual scimitars or other DPS-ish approaches an appealing choice.
Martial Adept
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. |
All Classes at Level 4. |
- Jaheira can benefit a lot from some of the Battle Manuvers available through Martial Adept, particularly if you're taking a Tank or aggressive frontliner Druid approach with her build progression. In particular, Disarming Attack, Menacing Attack, Precision Attack, and Rally are generally all viable options for a Druid.
War Caster
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
War Caster |
You gain Advantage on Saving Throws to maintain Concentration on a spell. You can also use a reaction to cast Shocking Grasp at a target moving out of melee range |
Spellcasting ability All Classes at Level 4. |
-
War Caster can be clutch to improving the Druid's effectiveness in battle, especially if you have cast a Concentration Spell and then shifted into Wild Shape form. Again, this Feat also pads Jaheira's Spell catalogue by adding the Shocking Gasp Cantrip, which, while situational, can be highly beneficial in key moments of combat.
Resilient
Feat Name
Description
Prerequisites
Resilient
You increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability's Saving Throws.
All Classes at Level 4.
- Touching on the above idea of Jaheira maintaining Concentration in Wild Shape after casting a spell, Resilient comes in very handy for this. Players have the flexibility of adding a +1 to any Ability, with CON being a very strong choice, as the higher an individual's Constitution score, the better the percentage chance they have of succeeding a Concentration save.
Elemental Adept
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. Damage types: Acid, Cold, Lightning, Thunder, Fire |
All Classes at Level 4. |
- Applying Elemental Adept can be a strong choice for Jaheira if you are looking to play into a specific damage type with her Spells. Most significantly, she has some very strong options for Lightning and/or Cold damage, so choosing either one of these options will further enhance the use of such Spells in combat by making it impossible for you to roll a Natural 1.
Baldur's Gate 3: The Harpers' Role in BG1 and BG2 Explained
The Harpers, one of the Forgotten Realms' most well-known organizations, have played a key role in each game in the Baldur's Gate series.
Best Feats For Minsc in Baldur's Gate 3
Crossbow Expert
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. |
All Classes at Level 4. |
- As a Ranger, Minsc is built for a feat such as Crossbow Expert. This lets him wield his Crossbows within melee range without imposing the Disadvantage rule. When paired with the likes of Sharpshooter, special arrows, Hunter's Mark, and other synergizing elements of the Ranger Class, players will find a lot of value from this choice.
Sharpshooter
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. |
All Classes at Level 4. |
- Sharpshooter is one of the best choices for a Ranger, as their value with Bows and ranged attacks is undeniable. As one of, if not the best, Class options to pair with Sharpshooter, players will not have to worry about the -5 drawback to this attack, as if they max their DEX, they can more than make up for it, resulting in very heavy-hitting attacks. Sharpshooter also gives Minsc more value at High Ground and, with the addition of Crossbow Expert, would proc at melee range despite the Feat being targeted at ranged rolls.
Dual Wielder
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. You cannot dual-wield Heavy Weapons. |
All Classes at Level 4. |
- Players can kick things up a notch by considering Dual Wielder, which would enable Minsc to wield not one, but two Crossbows in combat. Paired with Crossbow Expert, this would make him a close-ranged Bow DPS. If Sharpshooter could be thrown into the mix, the damage result would be absolutely brutal, making these three Feats brilliant choices to mix and match together either as a pair or complete trio for Minsc.
Lucky
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
Lucky |
You gain 3 Luck Points, which you can use to gain Advantage on Attack Rolls, Ability Checks, or Saving Throws, or to make an enemy reroll their Attack Rolls. |
Spellcasting ability All Classes at Level 4. |
- If you're looking for a safer option, then Lucky is a strong all-rounder Feat for most classes, including Minsc as a Ranger. Minsc can take control of these Luck Points to secure himself a hit that would have otherwise missed through Advantage, which can make all the difference when it comes to elements such as Sharpshooter.
Martial Adept
|
Feat Name |
Description |
Prerequisites |
|---|---|---|
|
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. |
All Classes at Level 4. |
- Even Minsc can make use of the Battle Master's Battle Maneuvers. Strong options include Trip Attack, which can force enemies Prone for a follow-up arrow. And Menacing Attack, which deals damage and potentially Frightens the target, enabling you to potentially shut down priority targets.
-
OpenCritic Reviews
- Top Critic Avg: 96 /100 Critics Rec: 97%
- Released
- August 3, 2023
- ESRB
- M for Mature: Blood and Gore, Partial Nudity, Sexual Content, Strong Language, Violence
- Developer(s)
- Larian Studios
- Publisher(s)
- Larian Studios
- Engine
- Divinity 4.0
- Multiplayer
- Online Co-Op, Local Co-Op
- Cross-Platform Play
- Full cross-platform play.
- Genre(s)
- RPG