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Last updated: 25 June 2026

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Baldur's Gate 3 Companions Guide

Updated June 20268 min readBy the HowToPlayHub team

Baldur's Gate 3 features eight origin companions you can recruit across the three acts, each with a distinct class, personality, and story arc. Knowing where to find them, what role they fill in combat, and what they value in a party member is the fastest way to build a crew that both survives the journey and actually likes you by the end.

01How Companions Work

Your active party holds up to four characters including your own. Every companion you recruit but leave out of the party waits at your camp, available to swap in between rests. Companions are not just roster slots — they are fully voiced characters with personal questlines, and the choices you make affect their approval rating toward you.

Approval is a hidden numeric score per companion that rises and falls based on dialogue choices, actions, and how you treat NPCs. Companions need to be in your active party to register approval events — characters resting at camp hear nothing. A high approval rating unlocks deeper conversations, romantic options, and unique story outcomes. Let it bottom out and some companions will simply leave.

You can recruit companions in any order, and most remain available until a specific point-of-no-return in each act. A few companions are mutually exclusive by default — though clever play can unlock both.

02Act 1 Origin Companions

Five of the six origin companions are found within the opening region of Act 1. The Nautiloid crash scatters them across the Ravaged Beach and the surrounding wilderness, and you can recruit all five before you ever enter the Emerald Grove. The sixth, Karlach, is a short detour north along the Risen Road.

Companion Race & Class Where to Find Role
Shadowheart High Half-Elf Cleric of Trickery Ravaged Beach — unconscious near the shore after the crash, or optionally rescued from a pod during the Nautiloid prologue Healer / Support with strong single-target buffs and the Guardian of Faith spell line
Astarion High Elf Rogue (Arcane Trickster) Ravaged Beach — standing on a trail to the west of the crash site, pretending to need help Ranged and melee damage dealer; excellent at Stealth and lockpicking
Gale Human Wizard (Evocation) Roadside Cliffs — stuck waist-deep in an Ancient Sigil Circle portal; pull his arm to free him Primary arcane blaster; the party's best source of area-of-effect magic damage
Lae'zel Githyanki Fighter (Battle Master) South of the Emerald Grove — caged in a net trap by two tieflings; free her to recruit her Frontline tank and damage dealer; unmatched early-game melee output
Wyll Human Warlock (The Fiend) Emerald Grove — training young tieflings near the front gate during the goblin assault Versatile ranged attacker; Eldritch Blast scales well and he offers solid crowd control
Karlach Zariel Tiefling Barbarian (Berserker) Risen Road — south of the Toll House, follow the blood trail; help her against the paladins hunting her Melee powerhouse; Rage grants damage resistance and burst damage every short rest

03Act 1 — Minthara and Halsin

Two additional companions are tied to the major Act 1 choice between the Goblin Camp and the Emerald Grove. They are not origin companions — they cannot be played as a main character — but they are fully voiced with personal questlines.

Halsin is a Wood Elf Druid (Circle of the Moon) and the First Druid of the Emerald Grove. He has been captured and is being held prisoner somewhere inside the Goblin Camp. Free him, deal with the goblin leaders, and ensure the Grove is not attacked — Halsin will reward you by becoming an ally. He joins your party as a full companion later in Act 2 once his own questline (lifting the Shadow Curse from the lands surrounding Moonrise Towers) gets underway.

Minthara is a Lolth-Sworn Drow Paladin (Oathbreaker) and one of the three leaders directing the goblin assault. Traditionally she could only be recruited by raiding and destroying the Emerald Grove alongside her — a violent path that permanently loses you Halsin, Wyll, and Karlach. Since Patch 5, however, there is a non-lethal route: commit a minor crime in front of her inside the Goblin Camp to trigger a fight, then knock her unconscious (do not kill her) without drawing the rest of the camp into a permanent hostile state. She will reappear imprisoned at Moonrise Towers in Act 2, where you can free and recruit her.

04Companion Approval: Key Principles

Every companion has personal values that govern what they approve and disapprove of. Understanding these tendencies is more useful than memorising long approval lists.

05Building an Effective Party

The four-character party limit means you will always leave someone at camp. A balanced squad covers four broad roles: a frontline melee fighter, a healer or support caster, a skill-check specialist, and an arcane damage dealer. The default cast of companions covers all of these naturally.

A reliable all-rounder combination for most of Act 1 is Lae'zel as your melee anchor, Shadowheart for healing and condition removal, Gale for ranged magic firepower, and either Astarion (for stealth, lockpicking, and Sleight of Hand checks) or Wyll (for consistent Eldritch Blast ranged damage and solid Charisma skills). Swap Karlach in for Lae'zel if you prefer raw Barbarian fury over Battle Master control.

Each companion can be freely multiclassed at a level-up screen — you are never locked into their default subclass. Shadowheart is commonly respecced at Withers (a camp NPC who offers paid respecs) into a Life or Light Cleric for stronger healing, and Astarion works extremely well as a Rogue/Fighter multiclass for extra Action Surge burst turns.

06Keeping Your Companions

Certain story decisions can permanently remove a companion from your playthrough. These are not always flagged clearly in dialogue, so it is worth knowing the major tripwires ahead of time without spoiling the story itself.

The safest habit is to save before any major camp confrontation or story decision that involves a companion's personal quest. Withers at your camp will eventually offer full party respecs and can raise dead companions for a gold cost — but he cannot undo a companion who chose to walk away.

FAQ

How many companions can you have in your party at once in BG3?

You can have up to three companions active in your party at one time alongside your own character, for a maximum party size of four. The rest wait at your camp and are available to swap in at any time.

Can you recruit both Halsin and Minthara in the same playthrough?

Yes, but it requires care. Instead of killing Minthara in Act 1, knock her unconscious by committing a minor crime in front of her inside the Goblin Camp to make her temporarily hostile, then subdue her without killing her. She reappears imprisoned at Moonrise Towers in Act 2, where you can recruit her. Halsin joins your full party later in Act 2 after you help him with the Shadow Curse quest.

Do companions leave your party permanently?

Yes. Each companion has specific story triggers that cause them to leave for good — for example, Wyll departs if you raid the Emerald Grove, Karlach leaves if her infernal engine questline goes unresolved, and Lae'zel can die permanently in certain story encounters. Save often and pay attention to quest flags tied to your companions.

Does a companion need to be in your active party to gain approval?

Yes. Companions only register approval and disapproval reactions to choices made within earshot while they are in your active party of four. Companions left at camp miss all approval events during that time, so rotate your roster strategically if you want to build relationships with specific characters.

Companion availability, approval values, and recruitment conditions can change with Larian Studios patches — check the official patch notes if behaviour differs from what is described here.