doesn't give Tav's companions plot armor, and that means there are multiple ways to kill them throughout the game's three acts. However, killing companions isn't the only way to lose them. Certain choices made during main story quests or as part of their companions' quests can result in the companions leaving Tav of their own free will. And once they leave like that, they can't be brought back to the party.
Act 1 alone includes decisions that result in the death or abandonment of multiple companions. One choice in particular removes three companions from the party, with two leaving and the last one becoming unavailable to recruit. When aiming for a playthrough that leaves Tav alone without the company of Origin characters, there are multiple routes to take to drive off any help aside from Hirelings.
If the Dark Urge is the main character in instead of a custom Tav, then one of the earliest companions that can be permanently killed off is Gale. When interacting with the portal he's stuck in, the Dark Urge can sever his hand and kill him as a result. However, a custom Tav can drive away Gale in Act 1 as well by refusing to give him magic items. He'll leave the party, and that means that he can't be recruited again. Astarion can also be killed when he tries to bite Tav in the night, but after learning he's a Vampire Spawn, Tav can meet the Gur Hunter and give Astarion over to him, also removing him permanently.
In Act 1, however, Wyll, Karlach, and Halsin are the other easy options to remove from Tav's party. Karlach can be killed to complete Wyll's quest and please Mizora. But by opting to join the Goblins and raid the Grove, Tav loses three companions. Wyll and Karlach leave the party in disgust, and Halsin can't be
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