Recruitment cheat sheet
| Companion | Default class | Where | Romance |
|---|---|---|---|
| Lae'zel | Fighter (Battle Master) | Prologue — on the Nautiloid; if missed, caged by tieflings at the Roadside Cliffs | Yes |
| Shadowheart | Cleric (Trickery) | Prologue — freed from her pod on the Nautiloid, then found near the crash site | Yes |
| Astarion | Rogue | Act 1 — the path west of the crash site | Yes |
| Gale | Wizard (Evocation) | Act 1 — the glowing rune east of the crash; click it to pull him out | Yes |
| Wyll | Warlock (Fiend) | Act 1 — Emerald Grove entrance, training young tieflings | Yes |
| Karlach | Barbarian (Berserker) | Act 1 — Risen Road, south of the Toll House | Yes |
| Halsin | Druid (Circle of the Moon) | Act 1 — prisoner in the Goblin Camp's Worg Pens; joins fully after lifting the shadow curse in Act 2 | Yes |
| Minthara | Paladin (Vengeance) | Act 1 — Goblin Camp leader; side with her and raid the Grove, or knock her out and find her at Moonrise in Act 2 | Yes |
| Jaheira | Druid (Land) | Act 2 — Last Light Inn; joins permanently after the Moonrise Towers assault | No |
| Minsc | Ranger (Hunter) | Act 3 — Counting House, then the Lower City sewers; requires Jaheira alive | No |
How not to lose companions Missable
Most companions can be killed, driven off or locked out. The big ones:
- Lae'zel — finish Find the Githyanki Crèche (or at least visit the Crèche) before entering the Shadow-Cursed Lands; otherwise she leaves to find it and can die there. Don't side with Shadowheart if they fight in camp.
- Karlach — resolve Hunt the Devil by siding with her against Anders. If you attack her or let Wyll kill her, she's gone.
- Wyll — keep him on good terms with the Grove; raiding the Grove loses him. He can be lost in the Mind Flayer Colony at the end of Act 2 if you don't rescue him from his pod.
- Halsin — free him from the Goblin Camp and keep the Grove safe. Don't leave the Shadow-Cursed Lands before resolving Lift the Shadow Curse.
- Shadowheart — bring her (or at least don't strand her) when entering the Shadowfell in the Gauntlet of Shar.
- Astarion — when he reveals his secret, don't attack him. Don't hand him to Gandrel the vampire hunter.
- Gale — give him a magic item when he asks (or refuse with tact); approval matters.
- Jaheira & Minsc — protect Isobel during the Last Light Inn attack after Ketheric's retreat, and save Minsc in the Counting House / sewers rather than killing him.
- Minthara — if you want her and the Grove, knock her out with non-lethal attacks (toggle in the action bar) during the Goblin Camp fight; she reappears in Act 2.
Approval and romance
- Approval rises and falls from your choices and dialogue. Check it on the companion's character sheet.
- Romances progress mainly through long rest camp scenes — the most common reason people "miss" a romance is not resting enough.
- The Tiefling Party after saving the Grove is the big Act 1 romance moment. You'll be asked to pick one person — be sure you know who you want.
- You can romance multiple companions early, but most will ask you to commit by Act 2. Karlach and Astarion have the most popular arcs; Minthara and Halsin offer unique options.
- Companion personal quests unlock powerful items and story beats in Act 3 — leave time for them before the finale.
| Companion | Tends to approve of… | Tends to disapprove of… |
|---|---|---|
| Lae'zel | Directness, strength, gith interests | Mercy to enemies, timidity |
| Shadowheart | Pragmatism, keeping secrets, later compassion | Religious zealotry, prying |
| Astarion | Self-interest, cruelty, flattery | Selfless heroics, charity |
| Gale | Curiosity, magic, kindness | Greed, cruelty |
| Wyll | Heroism, protecting innocents | Cruelty, siding with villains |
| Karlach | Fighting evil, kindness, enthusiasm | Cruelty to innocents, siding with devils |
| Halsin | Protecting nature, freedom | Harming animals and druids |
| Minthara | Ruthlessness, strength, ambition | Weakness, mercy |
The four jobs every party needs
Face
High Charisma, good Persuasion/Deception/Intimidation. Usually your own character. Bard, Paladin, Sorcerer or Warlock.
Lockpick & traps
Sleight of Hand and Perception. Astarion by default; any Rogue or high-DEX character with Thieves' Tools proficiency.
Healer / support
Healing Word, Bless, Guidance, revive. Shadowheart, Halsin, Jaheira, or a Bard. Even a Life Cleric dip helps.
Damage & control
Two characters who end fights fast: a melee striker and a ranged attacker or controller.
Playing Gale as your main character? Follow the straight Gale playthrough for a Wizard 12 build, spell priorities and personal-quest route.
Proven party compositions
Classic first run — "the starting four"
You (Paladin) · Lae'zel (Fighter) · Shadowheart (Cleric) · Astarion (Rogue)
Every role covered from the very first hour, and three of the most interesting companion arcs. Swap Gale in when you need area damage.
Honour Mode alpha strike
Gloom Stalker Assassin · Tavern Brawler Thrower · Swords Bard · Light Cleric
Massive first-round damage with an initiative edge, plus control (Hypnotic Pattern) and healing to recover from bad rolls.
Caster crew
Sorlock (Wyll) · Abjuration Wizard (Gale) · Light Cleric (Shadowheart) · Hexadin (you)
Wide control and AoE damage, a sturdy Hexadin frontline, and Counterspell coverage for caster-heavy Act 3 fights.
Melee brawlers
Karlach (Giant Barbarian) · Lae'zel (Battle Master) · Halsin (Moon Druid) · Sorcadin (you)
Overwhelming frontline. Bring a ranged option (throws or Eldritch Blast) for flying and ledge enemies.
Hirelings
After meeting Withers in the Dank Crypt (Act 1), you can hire mercenaries of any class from him in camp. They have no story or approval, but they fill a party slot if a companion leaves or if you want a class none of your companions has.