Mage Slayer

When a creature casts a spell within melee range of you, you have Advantage on any Saving Throw against it, and you can use a reaction to immediately make an attack against the caster.

Enemies you hit have Disadvantage on Concentration Saving Throws.

Mage Slayer is a Feat in Baldur's Gate 3. Feats are special talents or expertises that provide special capabilities to characters. At certain levels, your character will get to choose between an Ability Score Improvement Feature or a Feat. (Note this feat is not available in EA and all info is subject to change.)

 

Mage Slayer Information

 

 

How to unlock Mage Slayer

You'll need to fulfill the following requirements to unlock Mage Slayer

 

Mage Slayer Tips & Notes

  • Mage Slayer grants advantage on saving throws against spells cast by enemies standing next to you.
  • You can use a reaction to make an attack against the spellcaster, and enemies you hit will have a disadvantage on concentration saving throws.
  • While situational, it can be useful against powerful spellcasters. 
  • It might not be necessary early in the game unless you're facing deadly mages.
  • Notes & Tips go here

 

 

All Feats in Baldur's Gate 3
Ability Improvements  ♦  Actor  ♦  Alert  ♦  Athlete  ♦  Charger  ♦  Crossbow Expert  ♦  Defensive Duellist  ♦  Dual Wielder  ♦  Dungeon Delver  ♦  Durable  ♦  Elemental Adept  ♦  Great Weapon Master  ♦  Heavily Armoured  ♦  Heavy Armour Master  ♦  Lightly Armoured  ♦  Lucky (Feat)  ♦  Magic Initiate: Bard  ♦  Magic Initiate: Cleric  ♦  Magic Initiate: Druid  ♦  Magic Initiate: Sorcerer  ♦  Magic Initiate: Warlock  ♦  Magic Initiate: Wizard  ♦  Martial Adept  ♦  Medium Armour Master  ♦  Mobile  ♦  Moderately Armoured  ♦  Observant  ♦  Performer  ♦  Polearm Master  ♦  Resilient  ♦  Ritual Caster  ♦  Savage Attacker  ♦  Sentinel  ♦  Sharpshooter  ♦  Shield Master  ♦  Skilled  ♦  Spell Sniper  ♦  Tavern Brawler  ♦  Tough  ♦  Unstable Blood  ♦  War Caster  ♦  Weapon Master

 




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    • Anonymous

      I wanted to do a build with mage slayer, polearm master, and sentinel. The idea being that I can prevent an enemy from moving until they die. If they try to approach me, they get polearm mastered/sentineled. If they try to run away, they get opportunity attacked + sentineled. If they try to cast misty step, they get mage slayered + sentineled. If they disengage and run away, they waste their action to do so and I can easily catch up to them on my own turn.

      Sadly mage slayer doesn't work against misty step, which is honestly the only spell in the entire game that I do not want a caster to use while in melee range because it's only a bonus action and I don't want them to run away while keeping their action.

      I like the idea of mage slayer but it does not hold a candle to most other feats. When an enemy is concentrating on something and you have a chance to hit them, you are very likely able to just kill them in a single turn outright. Who cares what they're thinking about while I'm cleaving them in half?

      • Anonymous

        This feature needs a buff. Fighting those mage skeletons and it doesn't stop them from rezzing their friends, when it does decide to proc. Idk if it conflicts with other feats like Sentinel because of how situational it is.

        • Anonymous

          The AI for casters usually try to move them away, or misty step out of your melee range making this spell even more worthless.

          • Anonymous

            "Mage Slayer + Sentinel + Riposte = Enemy can't do anything!!!"

            Reality: pretty weak for spending a precious feat.
            I still get it in my cheat run where I get feat every level :3

            • Anonymous

              Massively underrated imo. The ability to take Advantage on all spells in melee range is a big deal given its one of the biggest threats to a martial character. Those Hold Persons are suddenly far less likely to land. There are also a nice bunch of items which give you bonuses to spell save rolls which stack with this effect, to the point where you really do become a Mage Slaying nightmare. Most enemies have spells, and all bosses do, so its always going to be relevant.

              In terms of triggering it you need to be right next to your target, which is not hard in BG3 given the range of jumping/misty step items you can find. Just don't use this with the usual combo of Polearm Mastery or Sentinel, they both use reactions and you only get 1 reaction per round.

              • Anonymous

                I don't understand, I took this on my rogue, I was in melee range of the drown paladin and she was casting willy nilly. Mage slayer only triggered twice all fight despite her casting buffs and healing herself.

                • Anonymous

                  This feat feels pretty underwhelming. If you can't outright kill a wizard in a turn, you're probably doing it wrong. Wizards aren't very good at covering themselves in a ton of defensive nonsense spells in BG3 like the previous entries.

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