Summary
Wizards are the quintessential spellcasters of any game. While you can play many unique classes if you want to shoot powerful spells left and right, Wizard feels like the purest form of a caster. Luckily, they have some fantastic options inBaldur’s Gate 3.
Whether playing as the incredibly well-written Gale or a custom Wizard, you’ll want to carefully pick your feats. While immensely strong, the Wizards have some shortcomings, most glaringly their defense. Here are some of the most impactful feats you may grab as a Wizard in Baldur’s Gate 3.
Updated on July 29, 2025, by Alfredo Robelo: Baldur’s Gate 3 has been out for quite a while now, but the strategies for beating the game are still growing. We have updated this list to show even more feats Wizards can use to stay ahead, either to make the most out of a normal playthrough, or to beat the challenges of Honour Mode.
11Alert
Never Surprised Again
Alert isone of the simplest feats in the gameby far. It simply gives you a +5 bonus to Initiative rolls and an immunity to being Surprised. Moving fast in a turn-based game such as Baldur’s Gate 3 is essential, and any character would appreciate this bonus regardless of their class. However, Wizards absolutely love it for one reason: crowd control.
Wizards may lack the damage potential of Barbarians and Fighters, as well as the burst spell damage of Sorcerers. What Wizards excel at is adaptability and versatility. Thus, you will most likely support your party with spells such as Hypnotic Pattern, Haste, Wall of Fire, and Ice Storm. Ideally, you want to do so before the enemies get their first turn. This could also help in an unexpected fight, as you will most likely get a turn to prepare with spells like Mage Armour.
10Tough
Nothing Like Surviving For Longer
Wizards are objectively the most fragile class in Baldur’s Gate 3, being the only class with a D6 as their hit dice. Thus, it may feel weird to get the Tough feat, as it feels tailored towardsmelee classes.However, that’s precisely why Tough is great for Wizards. You can quickly increase your HP with this single feat and not even worry too much about your Constitution score.
Tough gives you two extra HP per level, which means it’ll be valuable throughout your playthrough. While Resilient and Tough have competed for years in D&D, neither is a wrong choice. Don’t hesitate to pick this one up if you find your Wizard knocked out too often after combat encounters.
9Elemental Adept
None Can Resist Your Lighting
Elemental Adept is an excellent pick for the Wizards who prefer to go on the offensive. With this feat, you pick an element among Acid, Cold, Lightning, Fire and Thunder. Your spells related to that damage type ignore opponents' Resistance to it, making you way deadlier.
On top of that, it prevents you from rolling one on a damage roll with a spell of that element. This feat works best for Wizards who prefer to focus on a specific type of damage, which, let’s be real, is most likely fire—fireball away, everyone.
8Magic Initiate: Cleric
A Bit Of Healing Goes A Long Way
At first sight, Magic Initiate feels like a feat for martial characters like Monks and Fighters to dip into a bit of magic. However, it can also grab a few critical spells fromother casters' spell lists. In a Wizards case, the best option is Cleric.
Magic Initiate gives you two Cantrips and one first-level spell from the selected class’s list. The cantrips here are almost always Guidance, the ever-so-powerful skill buff, as well as Thaumaturgy for social encounters and Resistance for combat. For the level one spell, you can go for either Cure Wounds or Healing Word, helpful healing options that you normally don’t get access to as a Wizard. You could also opt for Command or Bless, other situational life-savers.
7Lightly Armoured
Dress To Survive, Not Impress
Wizards don’t usually get proficiency in any form of armour, meaning they are left to their own methods of casting Mage Armour before every fight and hoping for the best. This is something you can overcome, though, with the feat Lightly Armoured, which gives you said proficiency.
To be fair, choosing Human as your Race also gives youLight Armour proficiency, which is more accessible than spending a feat on it. What if you don’t want to play as a Human, though? The feat also gives a +1 bonus to either Strength or Dexterity, which may be enough to increase the bonus by one. You could also go for a gimmicky run, later taking Moderately Armoured and even Heavily Armoured as feats, turning into an unhittable Wizard sitting in their full-plate armour all day.
6Resilient: Constitution
It Helps You Concentrate
Some of the most potent spells in Baldur’s Gate 3 are known as concentration spells. It basically means taking damage or some other effects will force you to make a Constitution Saving Throw to see if you may keep said spell up and running. It thoroughly sucks when you cast a bombastic spell only for it to dissipate a turn after because some random enemy hit you with an arrow. Luckily, there’s a way to buff up your concentration.
This feat increases a chosen ability by one and gives you Proficiency in that ability’s Saving Throw. The single best option for a Wizard is Constitution, primarily because of concentration checks. With this feat alone, your powerful concentration spells, such as Flaming Sphere, Haste, Phantasmal Killer, and Wall of Fire, will stay up for a long time.
5Skilled
Knowledge Is Power
Not everything in Baldur’s Gate 3 needs to be helpful in a combat scenario. Sometimes, convincing somebody or simply sneaking past them can be twice as effective as a Fireball. If you find yourself in need of some skills, the Skilled feat is here for you. You gain proficiency in three skills of your choice, and it’s as simple as that.
As a wizard, you’re likely the most knowledgeable character in the party anyway, so it makes sense that you’d know more stuff. Skilled is a feat that shines in its versatility since you can grab three of the skills that your party is not great at. If you are sick of traps, go for Perception. Persuasion and deception are right there if you need someone to lead conversations. Just fill inyour party compositiongaps, and you’re good.
4Spell Sniper
Get That Crit Up
Enough talk about skills, defenses, and utility; you’re playing a Wizard to cast spells, after all. Spell Sniper gives you an extra Cantrip, which is always lovely. Its true power is that it lowers the Critical Hit range for spells by one, though. Here’s the real kicker: this effect can stack with others.
Any spell that lets you make an attack roll is the bread and butter of a Spell Sniper Wizard. you’re able to buildan incredibly effective blasterwith the right items, dishing out Critical Hits left and right. Some of the best spells to take with it are Melf’s Acid Arrows, Scorching Ray, Vampiric Touch, and Cantrips with attack rolls attached to them.
3War Caster
Dishing Out Shocking Results
War Caster is somewhat similar to Resilient. It basically gives you advantage on Concentration Saving Throws. It also allows you to use a Reaction to cast Shocking Grasp instead of making a melee weapon attack when an enemy leaves your range. While similar to Resilient: Constitution, the two feats differ in that one gives you advantage, and one lets you add your proficiency to a single roll.
Here’s the summary: Resilient: Constitution is better at higher levels as your Proficiency bonus increases. However, you should opt for an advantage in lower levels, especially as your Constitution score will likely be low. Luckily, you can swap your feats at any moment with a quick visit to Withers, so why not take the best of both worlds?
2Dungeon Delver
Traps Can Be Deadly Too
If you are unsure as to what feats to pick for your Wizard, it is likely because said Wizard is your main character. If so, the feat Dungeon Delver will go a long way toward ensuring your survival since you need to take that frail Wizard everywhere you go, and some traps are too deadly to ignore.
Even on the easier difficulties, traps can be as deadly as a full-grown Dragon. To avoid their might, the feat Dungeon Delver can save your skin: it gives advantage on detecting traps, as well as resistance to any damage dealt by them. While you can always give this feat to a Rogue, you won’t always have one on the team, and Wizards are far too fragile to let them fall to the whims of a rolling boulder.