Leveling up can be tricky in Baldur’s Gate 3. There are so many Abilities and Feats to choose from, and depending on your class, your choices can make or break your build, upping the difficulty or forcing you to respec. Here, I’ll show you the best Wizard Feats in BG3.
What Are the Best Wizard Feats to Pick in BG3?
It’s ideal for Wizards to go first in a battle to either set up or take out enemies before they get a chance to move. The Alert feat gives you a +5 bonus on Initiative rolls, making sure your Wizard is one of the first to attack. On top of that, this feat also gives you immunity to being Surprised. This means even if you weren’t prepared for battle, your Wizard always will be.
Wizards aren’t really known for taking a lot of hits. If you want to beef them up a bit, the Tough feat will be great for that. This allows them to gain an additional two hit points every time they level up. The extra health can be the difference between dying and surviving to the next round.
The Ritual Caster feat allows you to learn two ritual spells. These spells can be used outside of combat and have a plethora of uses. My two favorites are Speaking with Dead and Speak With Animals. These allow you to have conversations and obtain quests that would otherwise be unavailable. I don’t like missing out on anything, so this is a great choice if no one else in your party has these spells.
Do you ever find yourself forgetting to cast Mage Armour and Gale ends up getting attacked by every enemy in one turn and dies? Well, I have — too many times. Do Gale a favor or, yourself if you’re a Wizard, and get the Lightly Armoured feat. This will give you proficiency in Light Armor, along with an additional point to Strength and Dexterity, which will be a life-saver for your Wizard since they’ll be able to take a few more hits.
If you’re not quite sure what you want your Wizard build to be, choosing the Resilient feat is a safe bet. This allows you to gain an extra point in any Ability. This adds a lot of versatility to your build and can be a game-changer depending on the situation. I recommend adding it to Constitution since a lot of concentration spells will require you to roll a Constitution Saving Throw to keep them active.
Maybe you don’t need any extra spells and instead want to focus on your Skills instead. The Skilled feat lets you gain proficiency in three skills. As a Wizard, you should definitely improve your Arcana skills. If you like to be sneaky, adding to your Stealth skill is always a good bonus. However, for my Wizard, I opted to go for History and Religion as it fits the role best in my playthrough.
Magic Initiate will allow your Wizard to learn new Spells and Cantrips from a different class. However, you’ll be limited to Level 1 spells. With that being said, if you want a wide array of spells to add some versatility, it’s a great option. I like adding Cleric spells since it can never hurt to have an extra option for healing.
For those who want a more aggressive playstyle with their Wizard, Elemental Adept is a great feat to have. This feat will make sure that your spells ignore any resistance. I like this feat because one of my favorite spells is Scorching Ray, which is powerful in the early game and holds up towards the late game as well. With this feat, I can always be sure that I’ll be dishing out all the fire damage I want. However, if you prefer lighting or ice spells, it works just as well for those too.
Wizards are all about casting spells; shocking, right? The Spell Sniper feat not only gives you an extra Cantrip, but also decreases the Critical Hit range by one. This effect stacks with any spell that makes an attack roll. This is perfect for multi-hit attacks like my favorite spell, Scorching Ray. You’ll be landing more Critical Hits and dealing lots of damage in the process.
War Caster allows you to gain Advantage on Saving Throws to maintain Concentration on a spell. On top of that, you can also use Shocking Grasp as a reaction to a target moving out of melee range. Being able to maintain Concentration is a huge boost since you don’t have to worry about wasting a spell slot only to be interrupted. This also adds a lot of versatility if targets get too close to your wizard. The powerful Steel Watcher enemies in Act 3 are weak to lightning attacks, so Shocking Grasp will punish them when they get too close.