Armed with just a spellbook and a wooden staff, the wizard can be a formidable class in Baldur’s Gate 3. These scholarly spell casters are able to learn spells from scrolls and restore their used spell slots, making them as flexible as they are powerful. But there are some features and spells that wizards can only get through feats. Whether you’re playing a custom wizard or simply looking for feats for Gale, we’ve got some suggestions for you in our list of the best feats for wizard in Baldur’s Gate 3.
Best Wizard Feats in Baldur’s Gate 3, Ranked Good to Best
You’ll be able to obtain a max total of 3 feats throughout your playthrough, gaining one feat every 4 levels (max level is 12).
Certain feats may be more (or less) useful depending on how you want to play your wizard and which party members you bring along, so keep that in mind when making your final decisions.
You might be surprised to see a weapon-related feat on a list for a spell caster, but this feat isn’t just for melee meat-heads! Dual Wielder will let you equip and benefit from two staves at once. Staves can give you access to bonus spells and other special features, and this feat doubles that access.
To make this feat even better, you get an extra point of AC out of the deal as well. That’s pretty useful for a class that can’t wear any armor or a shield.
Although you can learn a lot of spells as a wizard, the Ritual Caster feat gives you access to two more that you aren’t able to obtain through your class: Speak With Dead and Speak With Animals. These are both useful spells for dialogue, allowing you to converse with characters you wouldn’t otherwise be able to. As they’re ritual spells, they won’t use your spell slots, so it’s basically free magic.
This feat is essential if roleplay or completion are important to you. That being said, it won’t help you in combat.
You’re a squishy wizard with no armor or shield, and everything in the game is trying to kill you. The Tough feat gives you 2 extra hit points per character level to help keep you alive.
That should let you take an extra blow or two without winding up on the floor, buying you time to return some damage of your own. This is a very simple and straightforward defensive feat.
There are two main benefits to the Resilient: Constitution feat. One, it increases your Constitution by 1, which also increases your health. That will help keep your wizard alive since you can’t wear armor or a shield.
Second, this feat makes you proficient in Constitution saving throws, which includes concentration checks. So whenever you do get hit, you’ll have a better chance of maintaining whatever spell you’re concentrating on. That saves you from having to cast it again, and in the case of Haste, it prevents having to deal with some nasty side effects.
The Alert feat has two related effects, both of which are beneficial to wizards. First, it adds +5 to your initiative rolls, ensuring that you will be able to take your turns earlier in combat. (Especially when you realize that initiative in Baldur’s Gate 3 is rolled with a d4 instead of a d20).
Going early can make a huge difference, especially for an Evocation Wizard. You can blow your enemies up before they even get a chance to react. It can also let you get some important crowd control or buffs up, like Haste.
This feat also protects you from being surprised in combat. The character with Alert will no longer panic and miss their entire first turn when an invisible enemy jumps out and attacks you. Combine that with your high initiative, and you’ll have a solid head start in most fights.
Elemental Adept: Fire
Most wizards will lean heavily on Fireball, Fire Bolt, and other fire-based spells for dealing damage, so why not take a feat that improves all of your fire spells? Like many feats, Elemental Adept: Fire has two parts. For one, it lets your spells ignore fire resistance. Since fire is probably the most commonly resisted damage type in Baldur’s Gate 3, that can help you deal damage where your spells might otherwise fall flat.
This feat also makes it so you can’t roll a 1 for damage when casting fire spells. That should increase the average damage of your spells by a small margin, but the resistance portion of the feat is the real reason we’re here.
Brains and book learning can get you far as a wizard, but sometimes you need a bit of luck as well. This feat gives you three luck points to spend between each Long Rest, which you can use to gain advantage on any roll you like. That can help you land an attack, pass a skill check, or nail your saving throw to avoid taking a hit.
This flexibility makes this one of the strongest feats in Baldur’s Gate 3 for a wizard (or any class really), and you’ll probably get more frequent use out of it than any other.
You’re able to learn a lot of spells as a wizard, but there is one very strong damaging cantrip that you aren’t able to get through your class. To get around that, the Spell Sniper feat lets you learn Eldritch Blast, which is arguably the strongest damaging cantrip in the game. This cantrip pairs well with features from the Evocation School subclass, but it’s also great all on its own.
To make this feat even more useful, it also doubles your chance to roll a critical hit. That feature affects all of your spells, not just the chosen cantrip. So take this feat and enjoy your extra powerful Fireballs!
Whereas the Resilient feat makes you proficient in all Constitution saving throws, the War Caster feat focuses specifically on the type of saving throw we’re most interested in as spell casters – concentration checks. Instead of proficiency, this feat gives you advantage on concentration checks, allowing you to roll twice and take the better roll. That will overall result in better outcomes than Resilient.
As well as helping you maintain concentration, this feat also lets you use the Shocking Grasp cantrip as a reaction in place of an opportunity attack. That means you can do a little extra damage anytime someone runs past you, and also rob them of a reaction of their own.
Ability Improvement: Intelligence
The best feat for wizard is a straight-forward Ability Improvement, giving you two extra points in Intelligence. Your Intelligence score improves the effects of all of your spells, as well as all of your Intelligence-based skills: Arcana, History, Investigation, Nature, and Religion.
This feat doesn’t offer any cool new features – it just makes you even better at all the things you’re already good at. It’s also the only feat you can take more than once, although ability scores max out at 20, so there’s no point in taking it again once you’ve reached that threshold.
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