In the vast, whispering realms of Baldur's Gate 3, where shadows hold secrets and every stone tells a story, the true magic often lies not in grand spells but in the bonds forged with the world's smaller, curious souls. Across the Sword Coast, from the sun-dappled groves to the shadow-cursed lands, a host of potential companions await—creatures of fur, feather, and otherworldly essence who can transform from fleeting encounters into steadfast allies. These are not the generic conjurations of spellbooks, but unique beings with their own tales, earned through compassion, cunning, or sheer serendipity. They become the silent witnesses to a hero's journey, offering comfort at camp, cunning in conversation, and claws in combat. This guide illuminates the paths to these extraordinary friendships, detailing how to welcome each one into your fold.

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The Intellect Devourer: Us

The journey begins in chaos, aboard the illithid nautiloid. Here, in the prologue's frantic escape, a chance for kindness emerges. By carefully freeing the intellect devourer from its fleshy prison, you grant it the name Us. This strange, brain-like creature will scuttle alongside you as a temporary ally until the ship's catastrophic descent. The bond, however, is not so easily severed. If Us survives the crash, a reunion awaits in the grim depths of Act 2. Within the Mind Flayer Colony's morgue, you will find your peculiar friend once more, trapped and in need. A second liberation is rewarded with a unique item—a token of your strange fellowship—allowing you to summon the loyal Us once per short rest, making this aberrant companion a permanent part of your arsenal.

The Loyal Hound: Scratch

Amidst the wilderness of Act 1, a scene of quiet sorrow unfolds. Near the Owlbear Cave and the Blighted Village, a faithful dog named Scratch paces vigilantly beside his fallen master. Approaching requires a gentle heart and a steady voice. Success in calming him—a task made easier with the Speak With Animals spell—and inviting him to follow your scent to camp can lead to a lifelong friendship. After your next long rest, Scratch will arrive, a permanent, comforting presence at your hearth. He comes with his ball, an item that allows you to summon him as a familiar during your adventures, ever eager to fetch or fight by your side.

The Feathered Foundling: The Owlbear Cub

Deep within a cave in the Wilderness, a more dangerous potential companion resides. The Owlbear Cub is first encountered with its formidable mother. Whether you heed the mother's warning and retreat or are forced into a tragic conflict, the cub's fate is set in motion. It will eventually find itself in the clutches of the Goblin Camp, a prize for the cruel or a potential purchase. Securing its freedom—through violence, gold, or persuasion—is only the first step. The cub, scared and hungry, will later appear at your camp. This begins a delicate process of feeding, patience, and healing. Prove yourself a trustworthy guardian through a series of interactions and checks, and the cub will pledge itself to your camp. Its story reaches a magnificent climax in Act 3, where the artificer Dammon can armor the now-grown Owlbear, transforming it into a mighty beast of war ready for the final battle.

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Mercenary Might: Lump the Enlightened

Not all alliances are born of pure affection. In the Blighted Village, you may stumble upon Lump the Enlightened and his ogre companions, Fank and Chonk, in a grisly feast. Dialogue with this brutish trio is a test of wits. Without the Brand of the Absolute, you must rely on Deception or Intimidation to avoid a fight. From there, further persuasion or a gold payment can secure a mercenary pact. Your reward is Lump's War Horn, an item that allows you to summon the ogre trio as reinforcements for three crucial battles during Act 1. They provide a tremendous, if temporary, advantage in the region's most challenging fights.

The Cheeky Quasit: Shovel

For those with a taste for the mischievous and macabre, Shovel awaits. This quasit familiar is bound to a specific scroll found in the Apothecary's Cellar beneath the Blighted Village. The Scroll of Summon Quasit must be cast by a character whose class is not a Wild Magic, Shadow, or Storm Sorcerer. Following the summoning, a Wizard, Warlock, or Sorcerer must successfully navigate a unique dialogue with the impudent creature to secure its services. Wizards have the added benefit of scribing the scroll into their spellbook, gaining permanent access to the Find Familiar: Cheeky Quasit spell.

A Love Beyond Death: Connor

A poignant and morally complex companion can be found through the tragic "Save Mayrina" quest involving the hag Auntie Ethel. Within her teahouse lies the Bitter Divorce wand. After defeating Ethel and saving Mayrina, using this wand on the corpse of Mayrina's husband, Connor, reanimates him—much to his widow's horror. You then face a choice: return the wand to the grieving Mayrina, or keep it. Choosing the latter allows you to summon Connor's reanimated form as a follower. While not a powerhouse, he serves as a valuable distraction in combat, drawing enemy attention to create openings for your party.

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The Judge's Raven: Quothe

In the bleak Shadow-Cursed Lands of Act 2, the quest "Punish the Wicked" introduces you to He Who Was and his observant raven, Quothe. To earn this avian ally, you must see the quest through to its harsh conclusion, ensuring the target's punishment is delivered. Your reward is The Raven Gloves, which contain the magic to Summon Quothe the Raven once per short rest. This provides not only a scout but a capable combatant, a piece of the land's grim justice now at your command.

A Wraith in a Lantern

A more sinister familiar can be crafted from the shadows themselves. In Balthazar's office within Moonrise Towers, with Gale in your party, you can find the components: a broken Moonlantern and a dead pixie. Using Gale's arcane expertise to combine these items (similar to alchemy) forges the Shadow Lantern. This artifact holds the Conjure Shadow Lantern Wraith action, usable once per long rest, letting you summon a spectral fighter born of shadow and sorrow.

The Drider Ally: Kar'niss

One of the most powerful and unconventional recruits is Kar'niss, the drider you meet in Act 2. Recruitment requires a specific, ruthless sequence. First, you must obtain his Moonlantern, ideally by knocking him out with non-lethal damage and taking it. Later, as you near Moonrise Towers, you will find Kar'niss again, transformed into a Shadow-Cursed Undead. If you are at least level 7, you can use the Control Undead spell on him. Success turns this once-formidable enemy into a mighty permanent ally for the remainder of the act.

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Infernal Aid: Planar Ally Cambion

Power from the Nine Hells can be harnessed through the Infernal Rapier. To claim it, you must have Wyll in your party when you free the cambion Mizora in the Mind Flayer Colony during Act 2. A successful Persuasion check convinces her to grant this weapon as a reward. The rapier itself is a superb armament for gish-style characters, but its true boon is the Summon Planar Ally: Cambion action, usable once per long rest, calling forth a fiendish warrior to your aid.

Celestial Guardian: The Deva

While Clerics of sufficient level can summon a Deva through high-level spellcasting, a Wizard can secure this celestial ally through scholarly pursuit. In the Sorcerous Vault during Act 3, locate the book titled Caution Before the Seelie. Reading it grants the Scroll of Beastial Communication. A Wizard can scribe this scroll to learn Sights of the Seelie: Summon Deva, adding a powerful angelic being to their repertoire of summoned allies.

From the loyal dog to the enlightened ogre, from the reanimated husband to the controlled drider, Baldur's Gate 3 offers a bestiary of companionship as rich and varied as its landscapes. These creatures are more than tools; they are stories given form, waiting for a hero to write the next chapter with them. Their acquisition weaves additional threads into the grand tapestry of your adventure, proving that sometimes, the smallest paws leave the deepest prints on a hero's heart.