Alright, folks, gather 'round the campfire. It's 2026, and I'm still neck-deep in the Forgotten Realms, probably on my 15th playthrough of Baldur's Gate 3. Let's be real, building your party is half the fun, but picking the right Feats for your companions? That's where the magic happens—or where your run goes up in smoke, especially on those spicy higher difficulties. It's not just about that sweet +2 Ability Score Improvement everyone loves to default to. Oh no, it's about finding those perfect passive bonuses that make your cleric unbreakable, your rogue untouchable, and your barbarian… well, even more of a rage-fueled blender. So, let me, your resident adventuring addict, break down the Feats that'll make your companions shine.

First up, our resident moody cleric, Shadowheart. She's a Trickery Domain cleric by default, which is a fancy way of saying she's got all these amazing utility spells that require her to, you know, concentrate. Ever had her Spirit Guardians cut out right when you need them most? Yeah, me too. That's where War Caster comes in clutch. This bad boy gives her Advantage on Concentration saves. Basically, when an ogre slaps her, her spells are far less likely to fizzle. It's a game-changer for spells like Hold Person or Bless. Seriously, it's like giving her spells a seatbelt.

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Now, here's the thing about Trickery clerics—they only get medium armor. Not great for someone who might be standing near the front. Heavily Armored fixes that, giving her proficiency in heavy armor and a nice little +1 Strength to boot. Slap on some plate mail and a shield, and suddenly Shadowheart isn't just a healer; she's a spellcasting tank. Who needs stealth when you can just stand there and laugh as attacks bounce off you? It's a solid investment, I'm telling you.

If you're leaning into her as your main healer (and let's face it, we all do at some point), Durable is a lifesaver. It lets her restore full HP on a Short Rest. This means you can bounce back from a tough scrap without blowing all your resources. Keeping your healer upright is priority numero uno, and this Feat makes it almost too easy. Talk about a strategic nap!


Next, let's talk about everyone's favorite vampire spawn, Astarion. As an Arcane Trickster Rogue, he's all about that Dexterity life. Even if you're not building a pure archer, giving him a bow is never a bad idea. Enter Sharpshooter. This Feat is… okay, it's kind of broken. It adds a massive +10 damage on a successful hit, and it stacks with Sneak Attack and special arrows. He becomes a sniper turret of death at any range. It's a thing of beauty, really.

Rogues are, let's say, delicate flowers in a fight. Mobile helps keep our pale friend alive. He can stab someone, then just… walk away. No Opportunity Attack from that enemy. He can prance off to safety or find another victim for his off-hand attack. It's hit-and-run perfection.

And speaking of stabbing, rogues love dual-wielding. Dual Wielder opens up a whole new world. Two rapiers? Two hand crossbows? Yes, please. You get a nice +1 to Armor Class too, which for a rogue is like finding gold. Squishy no more!

Since Arcane Tricksters use Intelligence for their limited spellcasting, Magic Initiate (Wizard) is a sneaky-good pick. It gives him two extra cantrips and a 1st-level spell from the Wizard list, and he gets to use his Int for them. It's like a little spellbook expansion pack.


Now, for the muscle of the party, Lae'zel. Our Githyanki Battle Master lives to smash things with big weapons. For her, Great Weapon Master is non-negotiable. It's the melee version of Sharpshooter. Take a -5 to hit for a +10 to damage? With her sky-high Strength, she'll still connect most of the time, and when she does… oh boy. Pair it with her Battle Maneuvers like Menacing Attack for absolutely monstrous damage.

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Sentinel is the ultimate "stay right there" Feat for any frontliner. Position Lae'zel between your squishies and the enemy. If an enemy tries to attack someone else, wham—she gets a free attack as a reaction. It shuts down enemy movement hard. Control the battlefield, control the fight.

If you give her a polearm (like a glaive), Polearm Master is a dream team with Sentinel and Great Weapon Master. You get a bonus action attack with the butt of the weapon, and you can attack enemies when they enter your reach. You become a 10-foot-wide zone of "keep out."

And don't forget survivability. Tough gives her +2 HP per level. That's +24 by level 12. Combine that with a good Constitution score, and she can easily have over 150 HP by the endgame. She becomes an immovable object that also happens to be an unstoppable force.


Our wizardly friend Gale is a glass cannon of elemental destruction. If you specialize in a damage type like Fire or Lightning, Elemental Adept is a must. It lets your spells ignore resistance to that damage type, and you can't roll a 1 on the damage dice. No more pathetic Fireballs.

War Caster is fantastic for him too. Concentration is key for wizards, whether it's a clutch Haste spell or a devastating Wall of Fire. Keeping those spells up is everything. The added Shocking Grasp cantrip as a reaction is just icing on the cake.

For pure spell-slinging power, Spell Sniper is a winner. An extra cantrip is nice when you're out of slots, but the real prize is reducing the crit roll needed to a 19 or 20. Spell crits are absolutely devastating. Making them more likely? Yes, please.

And sometimes, you just need a bit of luck. Lucky lets you reroll attack rolls or saves three times per Long Rest. That high-level spell slot is too precious to waste on a miss. With Lucky, you can essentially give yourself Advantage on that crucial Disintegrate roll. It's a safety net for your most powerful moments.


Karlach, our infernal engine of rage, is a Barbarian through and through. And for a Barbarian, Tavern Brawler is just stupidly fun and powerful. It adds your Strength modifier twice to attack and damage rolls for unarmed and thrown attacks. Throw a goblin at another goblin. I'm not kidding. It's hilarious and effective, especially with weapons that return when thrown.

Like Lae'zel, she gets insane value from Great Weapon Master. Raging with a giant greataxe and adding +10 damage on every swing? It's a recipe for turning enemies into paste.

Savage Attacker is another top-tier choice. It lets you roll your weapon's damage dice twice and take the higher result. For a class that hits hard and often, this consistently boosts your damage output. It's like giving your attacks a little quality control check—only the best rolls make the cut.

And don't sleep on Sentinel for her. A raging Barbarian is always in the thick of it. Sentinel lets her lock down enemies who try to bypass her to get to your backline. She becomes an area-denial nightmare.


Wyll, the Blade of Frontiers, is a Warlock with a flair for the dramatic. By default, Warlocks are a bit squishy. Moderately Armored is a huge fix, bumping him up to Medium Armor proficiency and letting him use a shield. His Armor Class skyrockets, making him much harder to hit. Suddenly, mixing it up in melee with Booming Blade feels a lot safer.

His signature move is Eldritch Blast. Spell Sniper makes it even deadlier by, you guessed it, lowering the crit range. Pair it with Agonizing Blast and Repelling Blast invocations, and you have a Cantrip that hits like a truck and pushes enemies off cliffs. The best part? It costs no spell slots. Spam away!

For melee defense, Defensive Duelist is a fantastic reaction. If you're wielding a finesse weapon (like the rapier he often starts with), you can use your reaction to add your Proficiency Bonus to your AC against one attack. It's a free, resource-less mini-Shield spell. Super handy.

If you want more magical oomph, Magic Initiate (Sorcerer) is perfect. Both Warlocks and Sorcerers use Charisma, so any spells you pick will scale with his main stat. It's a seamless way to expand his toolkit.


Our resident nature enthusiast, Halsin, is a Druid, which means he has a unique trick: Wild Shape. War Caster is incredibly valuable for him. Cast a powerful Concentration spell like Call Lightning or Spike Growth, then transform into a bear. War Caster helps you maintain that spell even while you're mauling enemies as a beast. The Shocking Grasp addition is just a bonus.

Similarly, Resilient (Constitution) is a powerhouse. It gives you proficiency in CON saves (crucial for Concentration) and a +1 to CON. More HP, better saves. It's a solid, no-nonsense pick that works in and out of animal form.

Mobile works in Wild Shape too! Imagine your giant badger form being able to attack and then scurry away without drawing attacks. It's perfect for hit-and-run tactics or getting to a safe spot to heal up.

And here's a weird one that works: Tavern Brawler. "But he's a Druid!" I hear you cry. In Wild Shape, you make unarmed attacks (claws, bites). Tavern Brawler adds your Strength mod twice to the attack roll, making you much more likely to hit. It turns your animal forms into consistent damage dealers.


Last but not least for our core crew, the formidable Minthara. As a Paladin (often Oathbreaker), she's a divine powerhouse on the frontline. Sentinel is, once again, an S-tier choice for controlling the battlefield and protecting allies.

Savage Attacker is arguably even better for Paladins than for anyone else. Why? Because Divine Smite damage is part of a weapon attack. Savage Attacker lets you reroll all those smite dice too. Ensuring you get high rolls on your smites can be the difference between vaporizing a boss and just giving it a nasty scratch.

Since she's often in heavy armor, Heavy Armor Master is a nice defensive boost, reducing non-magical physical damage. It makes her even tankier.

And if you go the sword-and-board route (which is great for Paladins), Shield Master is fantastic. It boosts your Dexterity saves and lets you use your reaction to potentially take no damage from certain spells. It turns your shield from just an AC boost into a versatile defensive tool.

Whew! That's the core crew covered. But hey, we have a few more friends who can join the party, right? Like Jaheira, the legendary druid, or Minsc (and Boo!). The principles are the same: War Caster and Resilient are godsends for druids who want to cast and transform. Tough gives Jaheira more HP for her dual-scimitar shenanigans. For Minsc the Ranger, Sharpshooter, Crossbow Expert, and Dual Wielder can turn him into a dual-crossbow-wielding machine gun at point-blank range. It's as awesome as it sounds.

So there you have it, my fellow adventurers. In 2026, these Feats are still the building blocks of legendary builds. Don't just default to the ability score bump every time. Look at what your companion is meant to do, and pick a Feat that makes them do it spectacularly. Now go forth, and may your rolls be ever in your favor! 🎲✨