
Selune's Silverstar Build - Baldur's Gate 3 (BG3)
Contents
- Selune's Silverstar Build
- Build Overview
- Synergy with other builds
- Level 1 - Character Creation
- Act 1 - Levels 2-6~
- Act 1.5 - Level 7 - Rosymorn Monastery
- Act 2 - Level 8-10 - Shadow Lands
- Act 3 - Level 11-12 - Rivington and Lower City
- Maximizing the Build - Abilities, Illithid, Consumables
- Conclusion and Credits
Selune's Silverstar Build
At first, the build was aimed to be a Shadowheart companion build. However, I do think this is an immensely fun setup, even if you do not plan on using her but want to utilize to some degree the iconic weapon -
Selûne's Spear of Night. Unfortunately, it is inferior to its counterpart
Shar's Spear of Evening. Still there are ways in which it can be beneficial.
The goal of this build is to utilize a lot of debuffs -
Reverberation,
Radiating Orb,
Frightened,
Mental Fatigue, and others. Although this means you will sacrifice damage, the result will be more than satisfying - enemies that fail most
Saving Throw and can barely do anything to offensively damage your party.
The Selune Silverstars, come from the Dungeons and Dragons lore, which are the counterparts to Dark Justiciars of Shar. Generally, they are Rangers or Clerics, which the build will reflect. Of course, I will take a few optimizations and make this a truly powerful build contender.
The build has many options. You could maximize your number of conditions by going with weapons like
Bow of the Banshee +
Selûne's Spear of Night. Another option, more offensive, is taking something like
Bhaalist Armour for double piercing damage. You can even go hands-on with
Great Weapon Master: All In +
Sharpshooter: All In depending on the situation. So I will leave it for you to decide the setup that you want to use.
The build is inspired by GrouseDrum's Valour Cleave party.
Following the guide and a few tips:
- Build Overview covers the quick aspects and choices for the build - gear, levelling, etc.
- The progression by Acts cover the build in great detail, from spell selection to how utilize various features. Be sure to check the equipment sections for gear options and explanations. The mechanics section explains how to fully utilize the build in combat
- I also added an additional section for build maximizing like consumables, illithid powers and others. This can help to make the build even more powerful and optimised if needed.
Let's go!
Class Contribution
Here is what the build consists of and how each of these classes contributes:
6 War Cleric
- Additional bonus action weapon attack with
War Priest. These will recharge each long rest. - Access to support spells like
Healing Word,
Mass Healing Word,
Sanctuary, etc.
Aid to empower the ally's survivability with a solid HP boost each long rest.
Guidance which is one of the most useful cantrips in the game for various skill checks.
Guided Strike will help you land attacks and
War God's Blessing works on allies, which uses a reaction.- Can apply wet status for other casters with
Create or Destroy Water, helping to make enemies vulnerable to Lightning and Cold damage.
Spirit Guardians - the ultimate cleric spell, to debuff enemies, making them miss their attacks. To make the most out of it you will need some gear.- Proficiencies with shields, medium and heavy armor, allowing to improve defensive capabilities further
Crusader's Mantle and
Divine Favour - an alternative to
Moonmote from
Selûne's Spear of Night, in case you want to buff allies with radiant damage bonuses.
5 Ranger Hunter
- Minor features, and spin on roleplay via Favoured Enemy and Natural Explorer selections
- Selection of Fighting styles, mainly
Archery or
Defence - Spell slots for casting spells -
Ensnaring Strike,
Spike Growth, etc. Decent spells for progressing through the game.
Horde Breaker a very powerful semi extra attack feature which has lots of special hidden mechanics.
1 The Great Old One Warlock
Mortal Reminder which has special interactions with
Horde Breaker and can easily apply multiple
Frightened conditions- Access to
Booming Blade and
Minor Illusion for very powerful cantrips to help in combat.
Build Variations
For this build, there are a lot of options, both from a progression perspective and the level splits
| Setup | Description |
|---|---|
|
A pretty powerful setup, but requires plenty of multiclassing and skips level 3 spells from cleric. However, this is excellent for the condition stacking, having high |
|
Technically a pretty similar setup, that also uses |
Build Overview
Here is a concise table with all the main picks during your levelling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear, as it is crucial.
This is a general overview of the build that contains item and leveling choices. I go deeper into the setup, combat approach and gear selection reasons for the progression of each act.
Leveling
| Level | Class | Selection |
|---|---|---|
| 1 | Cleric 1 | Cantrips: |
| Subclass: War Domain | ||
| Abilities: STR - 8, DEX - 16 (15+1), CON - 14, INT - 8, WIS - 17 (15+2), CHA - 10 | ||
| Deity: Selune | ||
| Skills: Medicine, Persuasion, Insight | ||
| 2 | Cleric 2 | - |
| 3 | Cleric 3 | - |
| 4 | Cleric 4 | Feat: |
| 5 | Cleric 5 | - |
| 6 | Ranger 1 | Favoured Enemy: |
| Natural Explorer: |
||
| 7 | Ranger 2 | Spells: |
| Fighting Style: |
||
| 8 | Ranger 3 | Subclass: Hunter |
| Hunter's Prey: |
||
| 9 | Respec: Lv 1 - Warlock Lv 2-6 - Cleric Lv 6-9 Hunter Ranger |
Cantrips: |
| Subclass: The Great Old One | ||
| Spells: |
||
| 10 | Ranger 4 | Feat: |
| 11 | Ranger 5 | Spells: |
| 12 | Cleric 6 | - |
Gear Choices
Plan the rest of your party around this gear in the Party Gear Planner
Main HandPhalar AluveThis is one of the best weapons in the game for supporting classes, especially those that might not even need to attack with weapons. If you can precast its
Phalar Aluve: Melody before combat, I recommend using it both to improve companion damage and attack rolls.
Off HandAdamantine ShieldOne of the best shields in the game giving critical immunity
Alternatives
- Safeguard Shield
Gives a bonus to saving throws, easily accessible early in the game.
Ranged Main HandBow of the BansheeThis is my recommended bow option. It's not as powerful as
Titanstring Bow but you get a chance to apply
Frightened, which will greatly weaken foes.Alternatives
- Gandrel's Aspiration
An excellent bow against undeads, that gives and easy
Advantage - Titanstring Bow
If you want to maximize damage this bow with
Elixir of Hill Giant Strength can be an extremely powerful option, but I think it does not fit the theme as well as other ones.
HelmetHaste HelmImproves movement speed, which is great for better positioning to land your shots.
ChestLuminous ArmourThis will be a ridicilously powerful armor if you start using it with
Spirit Guardians and later with your bow while having radiant damage rider.
Radiating Orb is a very powerful debuff, translating indirectly into better armor class for your party.Alternatives
- Adamantine Scale Mail
And alternative armor option, which comes with a solid Armour Class, critical immunity and
Reeling effect.
GlovesGloves of Baneful StrikingApplies
Baneful Strike, weakening enemies for other actions and spells to have a higher success chance.Alternatives
- Gloves of Power
Applies
Bane effect, which does come with a caveat, enemies need ot fail a saving throw, and the effect is not guaranteed.
BootsBoots of Stormy ClamourThese are one of the best boots in the game in terms of condition application for
Reverberation. Conditions are very easy to apply via
Spirit Guardians or even normal attacks.Alternatives
- Disintegrating Night Walkers
One of the best boots in the game, giving easy traversal options and avoiding any
Difficult Terrain and their effects.
AmuletAmulet of RestorationThe best amulet for cleric, especially when using
The Whispering Promise ring to apply
Bless on specific ally or whole party.Alternatives
- Broodmother's Revenge
In terms of damage, this is one of the best amulets in the game. You can use
Healing Word or drink a
Potion of Healing and get its benefit. - Amulet of Branding
Using a bonus action, you can weaken a foe and deal double damage with your weapon.
RingThe Whispering PromiseA solid ring option, especially if you want to easily apply
Bless with
Healing Word or
Mass Healing Word. This opens
Concentration slot, so you can buff allies and cast other spells at the same time.Alternatives
- Crusher's Ring
An excellent ring once you get
Spirit Guardians to easily reach your targets and tag them with radiant damage.
Ring 2Ring of ProtectionSolid ring option with bonus to Armour Class
Alternatives
- Caustic Band
Gives a slight direct damage boost.
Synergy with other builds
The build really benefits from other combatants that use weapons. The main reason is
Moonmote and
Crusader's Mantle which buff allies damage. This is 1d4 radiant damage which is not too much, but when you take into account that it affects everyone on each attack, the damage can stack up.
Moreover, there are many items which apply bonus effect from radiant damage like
Gloves of Belligerent Skies,
Luminous Armour, etc. and they don't necessarily need to be on this character.
Ranged and melee weapon users (especially multihit ones)
So whether you use melee users or ranged builds, these will greatly benefit from the Selune's Silverstar build. First, they can utilize the effects that enemies will receive. Second, radiant damage buffs will help maximize the damage.
- Spellswords are really great as they can use both magic or weapon attacks when needed - Swords Bard Archer, Bladesinger, Bardadin and many more from Spellsword builds.
- Wildheart Barbarian is also an excellent choice with its
Tiger's Bloodlust. - Archers, as they have
Arrow of Many Targets - Hunter Ranger (for
Volley), Arcane Archer, etc. The multihits will activate the radiant damage riders from
Moonmote,
Crusader's Mantle, etc.
Lightning/Cold Party
A cleric can easily apply
Wet on enemies using
Create or Destroy Water spell. This does impede your own action economy, but opens up your party members for huge damage potential:
- The main highlight would be Land Druid. A very popular variation of it is Thundersnow Herald, which comes with both Cold and Lightning spells for total annihilation.
- Sorcadin with access to
Lightning Bolt. - Many of the Sorcerer and Wizard variations - Storm Sorcerer, Talos Dragonling Build, Cold Sorcerer, Abjuration Wizard, etc.
Level 1 - Character Creation
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Selune's Silverstar build. If you have already started playing or using this on your companion, feel free to do a respec at Withers and follow along. This will make it easy not to miss out on anything that the build needs.
Origins and Characters
Here are the Origin and character picks that have a slight advantage with this build:
| Origin | Features | Description |
|---|---|---|
|
The build can be used to reflect her moving away from Shar |
Races
| Race | Features | Description |
|---|---|---|
High Half-Elf |
|
Comes with a selection of cantrips. Here are a few good options, especially if you don't get them from class or multiclass:
|
Wood Half-Elf |
|
Almost any build can benefit from the extra movement speed. I think the same is here, so I definitely recommend this option |
Wood Elf |
|
|
Half-Orc |
|
Comes with |
Class Choices
This section will cover what class-related choices you should pick for the optimal setup
Class
| Overview | |
|---|---|
Cleric |
|
| Clerics are representatives of the gods they worship, wielding potent divine magic for good or ill. | |
| Features | |
Spell Slots |
These can be used to cast spells and are restored each long rest. |
| Unique spell list accessible based on your cleric subclass. | |
Cantrips
| Cantrips | Description |
|---|---|
| Pretty good option for the early game, where this can provide a slightly higher chance than using |
|
| Especially recommended if you are the main character, as it will help with Intimidation checks. | |
| For now, take this with cleric; later on, it can be switched out, once you get Druid multiclass. |
Subclass
Technically, War Domain is not under Selune. However, the build really wants this subclass for the various benefits it gives. So I will go with this recommendation:
| Overview | |
|---|---|
War Domain |
|
| Features | |
| Allows to use War priest charges to attack with bonus action. | |
| Gives a bonus of 1d4 radiant damage. | |
| A concentration spell that gives a slight Armour Class boost to improve survivability. | |
Deity
| Deity | Description |
|---|---|
| The Lady of Silver presides over the moon, stars, and navigation. Her power over the heavens is constantly challenged by her sister Shar, who seeks to plunge the world into eternal shadow. |
Prepare Spells
Clerics get plenty of good level-1 spells. You might not have enough slots to equip them all but don't worry, more will be available as you level up. Choose your preferred ones.
| Spells | Description |
|---|---|
| The main, long-range damage spell for the cleric in the early game. | |
| Excellent spell to keep on hand. It can be useful when allies will cast Cold or Lightning spells to double their damage. | |
| If enemies are close to you, this is the go-to spell, which a strong damage rolls. It can also crit, inflicting even more damage. | |
| One of the best control spells in the game, if you have a high chance of landing it. What makes it special is that it does not use a |
|
| Use this spell to make the ally untouchable, for example, if they have low HP, or you want to divert the enemy's attention. | |
| The best healing spell, due to its cheap cost and ability to revive downed targets without wasting action points. Moreover, later with |
|
| This is an excellent spell, for the very early game, until you obtain |
Background
| Background | Skills | Description |
|---|---|---|
| Folk Hero | Animal Handling Survival |
Both wisdom skills, that cleric can cover well. Fits, the build from a roleplay perspective. |
| Acolyte | Insight Religion |
Insight is a Wisdom skill and Religion although Intelligence fits well with Cleric's theme. |
| Guild Artisan | Insight Persuasion |
Excellent choice for the main character, you get Persuasion skills which help with dialogues. |
| Noble | History Persuasion |
Similar to the above, but gives History skills. |
| Outlander | Athletics Survival |
Mainly relevant for Survival skill which is wisdom-based. |
Abilities
Now, let's take a look at the abilities of the Selune build. Correct allocation will allow you to maximise the early gameplay and get good modifier bonuses.
Here are some key points to know about ability points:
- They give "ability modifiers" that apply to various skill checks. For example, Charisma works on Intimidation and persuasion checks. Wisdom on Survival or Animal Handling, and so on.
- You get a higher ability modifier on even values - 10, 12, 14, etc. So keeping it on odd may be useless. However, there are various +1/2 modifiers in the game, specifically
Auntie Ethel's Hair or Feats that help round this up. - Weapons can benefit from either Dexterity or Strength, depending on their type
- You also have a spellcasting modifier, which can be Wisdom, Charisma, or Intelligence, depending on your class.
Ability scores for this build: starting values, bonuses and the changes to make while leveling.
Skill Proficiencies
Overall, the skills should be impacted by your roleplaying and background decisions. However, you would still want those stats which will give you the best benefits:
- Animal Handling
- Insight
- Medicine
- Perception
- Survival
Act 1 - Levels 2-6~
By this time, you should have landed on the
Ravaged beach already and started exploring the initial area. You might need 1 additional encounter if you did not obtain enough XP in the Nautiloid.
This part of the progression covers 3 main areas. They are important both from an exploration and experience perspective. This is a huge swath of content, so missing any of the regions can negatively impact the game experience if you especially enjoy finding all the places
- Wilderness that encompasses -
Druid's Grove,
Goblin Camp,
Sunlit Wetlands and
The Risen Road - Underdark - covering
Ebonlake Grotto,
Arcane Tower,
Selûnite Outpost - Grymforge -
Underdark - Duergar Encampment and
Adamantite Forge
Again, exploring them will give both awesome gear and a lot of experience, and of course, content with interesting quests.
Leveling Progression
Level 2
| Action | Description |
|---|---|
| Excellent against undead enemies, making them run away. | |
| A great way to ensure you land attacks when attacking with a weapon. |
Level 3
| Spells | Description |
|---|---|
|
This is a reasonably good spell. However, you will have plenty of |
|
| Gives a good use for bonus action. The weapon deals okay damage and can act as a distraction. |
There are a few good spells to keep in mind and add/remove them when needed:
| Spells | Description |
|---|---|
| Almost a mandatory spell to have by someone in the group. This can help with various ability checks and turn the tables to your side. | |
| An excellent spell that gives a flat health boost to all party members, even summons, depending on the spell slot level used. In the late game, this can result in hundreds of additional HP applied to all party members. | |
| Excellent spell, that you can use to greatly improve the survivability of one of your party members. However, it does overlap with |
|
| Can be situationally useful, especially if you have an 80%+ chance to land it. This then opens up an easy way for |
|
| This is an excellent spell as it does not use |
|
| I recommend being aware that you have this spell, as there are situations where it might be useful. It does not have to be always in the prepared spell list. |
Level 4
Cantrips
| Cantrip | Description |
|---|---|
| This is a pretty good cantrip that enables a few items like |
Here is what I recommend for the feat
| Feat | Description |
|---|---|
| This is a pretty non-standard pick for cleric, but is immensely powerful option if you are a bow user. War Domain features like |
Correctly using Sharpshooter
For many people
Sharpshooter: All In feat can be a nightmare, especially if you are less experienced. However, it can play a big role in turning the bow user into a full powerhouse with a flat +10 damage boost. However, it comes with a drawback: -5 to attack rolls. This, of course, can be circumvented via various tricks:
Archery fighting style bonuses
Guided Strike - War Domain channel divinity action.
Oil of Accuracy and
Diluted Oil of Sharpness- High Ground bonuses
I have a full article on increasing attack rolls. That goes into depth on various mechanics that work especially well in the early game, when the -5 attack roll hurts the most. You can also disable its effect via the Passives tab in hotbar:

You can also move it into your main hotbar, so that it's easier to disable.
My rule of thumb is this: if the hit chance is lower than 65-70%, I disable
Sharpshooter: All In.
Level 5
This level is a huge milestone, and that is why no multiclassing happened before. Access to level 3 spells makes Cleric an extremely powerful build.
| Feature | Description |
|---|---|
| When you use |
The War Domain subclass also gains special spells:
| Spell | Description |
|---|---|
| This is one of the strongest cleric spells, that will be your bread and butter throughout the game. It will be used to weaken enemies using the |
|
| Applies a buff that gives a 1d4 radiant damage bonus. This does use a |
Here are prepared spell recommendations. War Domain gets the core ones without needing to prepare them.
| Spell | Description |
|---|---|
| This can be useful throughout the game in case you or a party member gets cursed. | |
| You can use this Glyph to apply various damage types and effects. For example - fire, cold, lightning, etc. The main highlight is Sleep, which works on multiple enemies and can outright win you an encounter. | |
| Using this as a bonus action together with |
Spirit Guardians, the ultimate cleric spell
Now, at level 5, with access to level 3 spell slots, you can learn
Spirit Guardians. This spell is probably the most powerful one in the cleric spell list, enabling you to trivialize many of the game encounters. The main trick is to pair it with a few items:
Luminous Armour - can apply multiple
Radiating Orb via Radiating Shockwave
Boots of Stormy Clamour - applies
Reverberation on each enemy hit. Might activate only one time, as it can be inconsistent.
Gloves of Belligerent Skies - another gloves that will give more
Reverberation stacks- Other items
So now you can become a "Radiant lawnmower" which inflicts radiating damage, weakens enemies, and makes them harmless. 10 stacks of
Radiating Orb is like +10 Armour class. While
Reverberation can result in
Prone which gives an easy
Advantage.
Level 6 - Multiclass into Ranger Lv 1
For this level I suggest to multiclass into Ranger, which will play a major role into truly making Selune's Silverstar playstyle enabled, thanks to the
Horde Breaker and later
Extra Attack. For now, here are the steps.
So, now in the level-up screen, you can start multiclassing:

Let's go through the Ranger choices now:
| Overview | |
|---|---|
Ranger |
|
| Rangers are unrivaled scouts and trackers, honing a deep connection with nature in order to hunt their favoured prey. |
Pick the Favoured Enemy:
| Passive Feature | Description |
|---|---|
After that, choose Natural Explorer:
| Feature | Description |
|---|---|
| A free Sleight of Hand proficiency, helping to cover more skill options if needed |
For Abilities, take anything that your party might need.
Gear Recommendations
Here are some recommendations on how to follow the gear picks:
- I recommend checking the Item Checklists or Interactive Map, depending on which is easier to use for you. This will help you track which items and when you should pick them.
- Gear for each slot is listed Best -> Worst. Generally, this means that you would start with lower gear recommendations (as they are available earlier) and upgrade to higher ones. However, in some cases, the best items can be obtained early, like
Titanstring Bow, and some others. - I mention Stat Sticks in caster and ranged builds. These are items that you do not use directly (like
Club of Hill Giant Strength,
Knife of the Undermountain King,
The Dead Shot, etc.), but their bonuses still apply to other weapon attacks or actions. - If an item is taken by another character, use the one with lower priority or even those from previous acts. If you want to have the best items for all builds, this will require planning, which is not for everyone.
Plan the rest of your party around this gear in the Party Gear Planner
Main HandPhalar AluveThis is one of the best weapons in the game for supporting classes, especially those that might not even need to attack with weapons. If you can precast its
Phalar Aluve: Melody before combat, I recommend using it both to improve companion damage and attack rolls.
Off HandAdamantine ShieldOne of the best shields in the game giving critical immunity
Alternatives
- Safeguard Shield
Gives a bonus to saving throws, easily accessible early in the game.
Ranged Main HandBow of the BansheeThis is my recommended bow option. It's not as powerful as
Titanstring Bow but you get a chance to apply
Frightened, which will greatly weaken foes.Alternatives
- Gandrel's Aspiration
An excellent bow against undeads, that gives and easy
Advantage - Titanstring Bow
If you want to maximize damage this bow with
Elixir of Hill Giant Strength can be an extremely powerful option, but I think it does not fit the theme as well as other ones.
HelmetHaste HelmImproves movement speed, which is great for better positioning to land your shots.
ChestLuminous ArmourThis will be a ridicilously powerful armor if you start using it with
Spirit Guardians and later with your bow while having radiant damage rider.
Radiating Orb is a very powerful debuff, translating indirectly into better armor class for your party.Alternatives
- Adamantine Scale Mail
And alternative armor option, which comes with a solid Armour Class, critical immunity and
Reeling effect.
GlovesGloves of Baneful StrikingApplies
Baneful Strike, weakening enemies for other actions and spells to have a higher success chance.Alternatives
- Gloves of Power
Applies
Bane effect, which does come with a caveat, enemies need ot fail a saving throw, and the effect is not guaranteed.
BootsBoots of Stormy ClamourThese are one of the best boots in the game in terms of condition application for
Reverberation. Conditions are very easy to apply via
Spirit Guardians or even normal attacks.Alternatives
- Disintegrating Night Walkers
One of the best boots in the game, giving easy traversal options and avoiding any
Difficult Terrain and their effects.
AmuletAmulet of RestorationThe best amulet for cleric, especially when using
The Whispering Promise ring to apply
Bless on specific ally or whole party.Alternatives
- Broodmother's Revenge
In terms of damage, this is one of the best amulets in the game. You can use
Healing Word or drink a
Potion of Healing and get its benefit. - Amulet of Branding
Using a bonus action, you can weaken a foe and deal double damage with your weapon.
RingThe Whispering PromiseA solid ring option, especially if you want to easily apply
Bless with
Healing Word or
Mass Healing Word. This opens
Concentration slot, so you can buff allies and cast other spells at the same time.Alternatives
- Crusher's Ring
An excellent ring once you get
Spirit Guardians to easily reach your targets and tag them with radiant damage.
Ring 2Ring of ProtectionSolid ring option with bonus to Armour Class
Alternatives
- Caustic Band
Gives a slight direct damage boost.
Gameplay and mechanics
In this section, I would like to cover a few tips on how to use the build and add the main combat steps.
The healing items and heals
The main misunderstanding that people have about clerics, is that they should be concentrating on heals and buffs. Sadly, this is a very inefficient approach to one of the best classes in the game. The problems with healing:
- Generally, enemies will deal more damage with single attack, then the amount you heal
- Healing spells use full action point (there are alternatives, which I will cover below)
- The enemies can still attack the next turn, without being stopped
So more or less, by healing you are hiding a problematic approach to combat strategy, that you should try to find - do you lack initiative? Is the damage lacking? Maybe your party is inefficient?
Overall, healing should be limited and, in my opinion, used sparingly. My recommended spells are
Healing Word and
Mass Healing Word. These are cheap to use and cost only a bonus action, which does not interfere with your important spells.
Of course, this does not mean that healing should not be used. The two mentioned spell pair well these items
The Whispering Promise and
Hellrider's Pride. Both of them apply
Bless and damage resistance to the affected targets.
So your main action is free, which you can use for spells, and bonus action buffs allies, all in one turn, without limiting your combat potential
The recommended combat loop
Overall, the combat loop is slightly different from standard cleric, and I want to emphasize the use of
Ranged Attack.
- The main idea of this build is to use your
Ranged Attack, and where possible a consumable arrow like
Arrow of Lightning,
Arrow of Fire, etc. Pair this with
Guided Strike to have a high chance of hitting. - The second step is to get
Sharpshooter: All In +
Bow of the Banshee. Now your attacks can weaken foes, for your ally spells, and in some cases will obliterate enemies. - You still have an option of using cantrips like
Produce Flame,
Sacred Flame, etc. for normal attacks. - If you can use
Bless to buff allies before combat. Once you get
The Whispering Promise, you can forgo the spell and use
Healing Word or
Mass Healing Word instead, to buff your allies and save a spell slot +
Concentration slot.
Create or Destroy Water is an excellent spell if you have other casters that use Cold or Lightning spells.- If you have a high spell success chance
Command can be a gamechanger. - Use
Sanctuary for "oh, shit" moments to either protect yourself or allies. - I recommend precasting
Aid after each long rest. This can help improve the total health pool. Same for
Warding Bond which can be applied to one or a few characters. However, it does overlap with
Hellrider's Pride if you use them.
From level 5:
Arrow of Many Targets will start appearing at about level 6, this paired with
Bow of the Banshee can weaken multiple foes at the same time, while also inflicting respectable damage.- The best option for casting at this stage is radiating
Spirit Guardians +
Luminous Armour +
Boots of Stormy Clamour. This allows for easily debuffing multiple enemies.
Glyph of Warding can be used to put enemies to sleep without a Concentration slot. It is excellent if you see a few of the targets grouped up.
Crusader's Mantle is another powerful spell option, especially if you want to maximize the whole party's damage.
Act 1.5 - Level 7 - Rosymorn Monastery
I will assume that you will reach level 7 as you explore the
Rosymorn Monastery Trail. It has plenty of stuff to explore and some important story bits. The whole map also contains significant gear that you should be on the lookout for.
Leveling Progression
Level 7 - Ranger Lv 2
A few nice features are unlocked. For the spells, choose 2:
| Spells | Description |
|---|---|
| One of the best cheap spells in the game. Make sure that at least one party member has it, to cast on everyone in the group, for solid movement speed improvement. | |
| This is a pretty solid spell, especially with |
Now, for the Fighting Style:
| Fighting Style | Description |
|---|---|
| As this build is archery based, this is one of the best passives that you can pick | |
| Gives a +1 Armour class to help avoid attacks. |
Gear Recommendations
There are a couple of items that I would take a look here; otherwise, the previous Act ones are already enough
Plan the rest of your party around this gear in the Party Gear Planner
Main HandKnife of the Undermountain KingThis weapon can work extremely well once you obtain
Mortal Reminder from warlock and
Horde Breaker from Hunter. at level 9. With how these features interact, you roll multiple attack rolls, which result in critical hits and a very high success chance of
Frightened.Alternatives
- Blood of Lathander
Extremely good weapon if you do not care about
Phalar Aluve unique effects. The
Lathander's Light effect will help you activate additional debuffs from enemies and make combat easier in Act 2.
Sunbeam is also a powerful spell to get this early in the game.
HelmetHoly Lance HelmExcellent helmet option, for more standard cleric builds, which inflict damage and apply conditions on enemies that miss you. This is easy to do with
Radiating Orb debuffs.Alternatives
- Diadem of Arcane Synergy
Gives a solid damage boost via
Arcane Synergy. This is a better option if you want to increase your bow attack damage.
GlovesGloves of Belligerent SkiesA really powerful glove option, that give easy source of
Reverberation when hitting with Radiant damage.
RingStrange Conduit RingA good ring that can pair well with a few other items like
Braindrain Gloves
Gameplay and mechanics
The recommended combat loop
With the new gear additions, both your ranged attacks and
Spirit Guardians will become powerful. There are no major changes in the gameplay
Act 2 - Level 8-10 - Shadow Lands
Depending on your choices, you might even reach Act 2 at level 7, so check the previous recommendations. In most cases, people will enter Act 2 via
Path to Rosymorn Monastery Trail
Leveling Progression
Level 8 - Ranger Lv 3
Spells
| Spell | Description |
|---|---|
| A solid spell option that can hit multiple targets with a single casting and can be upcast. |
Subclass
| Overview | |
|---|---|
Hunter's Prey
| Action | Description |
|---|---|
| This will be one of the core features for why we are taking Hunter. It will give a semi-extra attack, that also has various intricate interactions via passing conditions. |
The importance of Horde Breaker
This section covers the "advanced" mechanics of
Horde Breaker. Even without understanding them, feel free to use this feature "as is", as all of these effects will happen automatically with the recommended gear.
One of the key aspects that makes this build powerful is
Horde Breaker. It works both in melee and ranged, and gives a somewhat simulated
Extra Attack. However, there is a catch, and a major one, which makes this ability extremely powerful.
I will go through this in short details, but if you want extensive knowledge, I recommend reading this Horde Breaker guide.
First, let's start with the most important point: you want to target enemies that are clustered together. Of course, to activate
Horde Breaker 2 enemies are enough. However, as I will explain later, getting many of them in one place will create a cascading effect of conditions.
As you can guess, the secret is the number of tagged enemies. The more you see "affected," the more conditions will have a chance to transfer to. So instead of affecting one enemy, the
Horde Breaker allows to apply conditions on multiple targets. Of course, this doesn't mean that damage will transfer, but still a group of enemies that cannot move is a huge boon.

So, what are these conditions that can be transferred?
Frightened from
Mortal Reminder
Frightened from
Bow of the Banshee
Reverberation from
Boots of Stormy Clamour on one of the targets
Mental Fatigue from
Ring of Mental Inhibition- Others
Another cool aspect is that you can attack an enemy with a
Horde Breaker (Ranged) and then do the second attack using
Horde Breaker Follow-Up (Melee), which enables you to better control your distance and reach enemies that otherwise would not be reached via normal melee attacks.
Level 9 - Respec to Warlock 1
This is an important part of the build. Go to Withers and Respec so that you start the first level as a Warlock. Why is this important? The main idea is that you want to maintain your spellcasting modifier (which is used for spells from items) as Wisdom, and doing the last multiclass as Warlock will turn it into Charisma. So we want to avoid that.
So choose the Class:
| Overview | |
|---|---|
Warlock |
|
| Features | |
Warlock Spell Slots |
These spell slots can be used to cast spells and refill each Short Rest. |
After that, pick cantrips:
| Cantrips | Description |
|---|---|
| This is a really powerful cantrip that offers free thunder damage rider, and inflicts even more damage if the enemy moves. | |
| Extremely powerful cantrip, that can be used to either distract or pull enemies into one place before Combat. This unlocks very powerful setups for various multi-hit actions. |
For Subclass, my recommendation:
| Overview | |
|---|---|
The Great Old One |
|
| Features | |
| As the build uses spells with multihits, this ensures that you can easily land critical hits and make enemies Frightened. | |
For spells:
| Spells | Description |
|---|---|
| If well used, the spell can inflict large amounts of damage against foes that try to hit you. | |
| Any | Pick any spell, that you might seem relevant or interesting in trying out. |
For Abilities, reuse the old ones:
Ability scores for this build: starting values, bonuses and the changes to make while leveling.
Go back through levels 1-8 of the build
After the respec, you should now go back through progression and pick the same levels and classes as before via multiclassing:
- 5 Cleric
- 3 Hunter Ranger
Nothing else changes.
Minor Illusion to control enemy positioning
On the other hand, you can also use something like
Minor Illusion to pull enemies together, change their vision cones, and attack with the same spell but hit all of them. This is a very powerful cantrip that can be overlooked.
First, it does not break Invisibility or stealth (unless you get seen). Second, enemies when not in combat will chase it, meaning they will change their vision direction. Third, on most occasions, they will come closer to investigate the illusion.
This creates various opportunities like landing a powerful Area of Effect spell from caster or scrolls, or hitting with wide attacks.
Level 10 - Ranger Lv 4
This level is important as it will give access to a second feat
There are plenty of feats to choose from
| Feat | Description |
|---|---|
| This is my recommended feat if you plan on using |
|
| This option is perfect if you want to rely more on ranged attacks, and use |
|
| Ability Improvement - +2 Wisdom | Another option is to empower your main spellcasting stat by getting +2 Wisdom. |
Managing Great Weapon Master
The most important aspect of most two-handed builds is correctly utilizing
Great Weapon Master: All In and its -5 attack roll penalty. By putting effort into minimising the debuff, from level 4, you can get 10 flat damage boosts, making most of the enemies a cakewalk.
You can also disable the
Great Weapon Master: All In effect in the "Passives" section of the hotbar, in case you have a very low hit chance.
Bless from a Cleric, Paladin, or
The Whispering Promise ring for a 1d4 bonus.- Spells like
Faerie Fire, and
Blindness give an
Advantage to attackers.
Oil of Accuracy or
Diluted Oil of Sharpness, for a 1 and 2 attack roll bonus.
Phalar Aluve: Sing gives 1d4 to attack rolls.
Now, if you want more in-depth information, I have a guide covering how to increase attack rolls, which lists a lot of options and combinations. You can then pick the bonuses based on your party setup.
Gear Recommendations
Plan the rest of your party around this gear in the Party Gear Planner
Main HandSelûne's Spear of NightOne of the capstone weapons of this build that will give access to
Moonmote. More or less, you have these options for using the item:Use it two-handed, especially useful with
Great Weapon Master: All In featDual Wield using
Dual Wielder and one of the stat sticks like
Knife of the Undermountain King and more in Act 3Use it together with Shield
All of these are great options, and really depend on whether you want to use this item just for the
Moonmote or also for attackingAlternatives
- Phalar Aluve
A solid option if you are precasting
Phalar Aluve: Melody - Blood of Lathander
The very powerful mace, that is perfectly made for Act 2 encounters with it's
Light effect.
Off HandKetheric's ShieldGives +1 Spell Save DC and bonus Armour Class.
Alternatives
- Knife of the Undermountain King
To use it, I recommend taking
Dual Wielder feat, as then you can wear it on the offhand. This is mainly relevant from level 9, once you multiclass into Warlock - Adamantine Shield
Continues to be a solid option
Ranged Main HandBow of the BansheeContinues to be a solid bow option
HelmetHoly Lance HelmContinues to be a solid option especially, if you are using
Gloves of Belligerent Skies to apply
Reverberation via damage reflectionAlternatives
- Diadem of Arcane Synergy
Gives a direct damage boost via
Arcane Synergy.
CloakCloak of ProtectionGives Armour Class boost.
ChestLuminous ArmourMy recommended armor option to easily activate
Radiating Orb
GlovesGloves of Belligerent SkiesRecommended gloves option for
ReverberationAlternatives
- Gloves of Baneful StrikingAlternative equipment option
BootsBoots of Stormy ClamourBest boots option.
AmuletAmulet of RestorationI think this is still a solid option, especially if using
The Whispering Promise ring.Alternatives
- Amulet of the Harpers
Easy source of
Shield to help avoid enemy attacks. - Amulet of Branding
Gives an easy option to apply various damage vulnerabilities.
RingCallous Glow RingGives +2 Radiant damage on each hit, which also activate
Luminous Armour and other items.Alternatives
- Strange Conduit Ring
As you will be maintaining
Concentration a lot, this will give a constant damage boost.
Ring 2Ring of Mental InhibitionThe best ring for this build, as it pairs extremely well with various conditions that pass via
Horde BreakerAlternatives
- The Whispering Promise
Use this ring to get buffs via
Healing Word and
Mass Healing Word
Gameplay and mechanics
This is an important section, as the build gains major changes in how it plays, thanks to various unlocked items.
The recommended combat loop
- The introduction of
Horde Breaker drastically opens up your combat approach. More or less you have multiple options of what to use -
Spirit Guardians,
Horde Breaker,
Ranged Attack +
Arrow of Many Targets, etc. - If it's possible and you see an encounter incoming,
Minor Illusion is a very powerful option to lure enemies into one place. Following up with
Horde Breaker allows applying multiple conditions at the same time - In general, try to target those enemies that are grouped together so that
Horde Breaker is activated - You can use
Booming Blade when you have a free action point - Ranged attacks are still your bread and butter
Spirit Guardians is also an excellent spell, especially if you have equipped
Gloves of Belligerent Skies.
Act 3 - Level 11-12 - Rivington and Lower City
You are close to reaching the game finale, or so you think. The last part of the game is huge and can be both intimidating and overwhelming.
Here are some recommendations from me:
- You don't need to do all the side quests here; they can take up to 40 hours or more, depending on what you decide to do
- Leave some quests for other runs. As you reach the maximum level, the game might become less satisfying. This will give a new perspective for your next playthroughs, to find novelty and discovery.
- There is a lot of good gear in this Act, but you don't need to get it all. I recommend prioritizing the most important ones for your builds. You can plan this with the Act 3 Checklist.
Leveling Progression
Level 11 - Ranger Lv 5
| Feature | Description |
|---|---|
| Can make an additional free attack after making a hit with your main action point. |
For spells:
| Spells | Description |
|---|---|
| This would be my pick. It is not a game changer, at this stage in the game, but might be extremely deadly if you use items like |
Level 12 - Cleric Lv 6
This is the last level of the build:
| Feature | Description |
|---|---|
| An upgrade to |
Gear Recommendations
Plan the rest of your party around this gear in the Party Gear Planner
Main HandSelûne's Spear of NightOne of the capstone weapons of this build that will give access to
Moonmote. More or less, you have these options for using the item:Use it two-handed, especially useful with
Great Weapon Master: All In featDual Wield using
Dual Wielder and one of the stat sticks like
Knife of the Undermountain King and more in Act 3Use it together with Shield, which is not that good for weapon damage (compared to
Great Weapon Master: All In, but offers higher armour class)
All of these are great options, and really depend on whether you want to use this item just for the
Moonmote or also for attacking
Off HandRhapsodyOne of the best stat sticks in the game, giving a direct boost to all the main offensive stats for each enemy you kill.
Alternatives
- Knife of the Undermountain King
As this build rolls a lot of dice rolls via
Mortal Reminder +
Horde Breaker interaction, the reduced crit range helps immensely. - Ketheric's Shield
Continues to be a solid shield option with +1 Spell Save DC
- Viconia's Walking Fortress
Offers +3 Armour Class and other good features.
Ranged Main HandGontr MaelMy recommended bow to fit the Selune's Silverstar theme.
Bolt of Celestial Light is a great source of radiant damage rider, if you don't want to cast a heavy spell like
Moonmote or
Crusader's Mantle this round.The bow also looks sick!
Alternatives
- Bow of the Banshee
Continues to be a powerful weapon choice if maximizing the amount of conditions.
HelmetHoly Lance HelmThe recommended choice to pair with
Gloves of Belligerent Skies and high Armour class, when wearing a shield. Otherwise, go for the options belowAlternatives
- Sarevok's Horned Helmet
Reduces the critical range, and this is important for a build like this where you have multiple attack rolls with
Mortal Reminder +
Horde Breaker - Diadem of Arcane Synergy
A direct damage boost with
Arcane Synergy
CloakCloak of DisplacementIn terms of defensive capabilities one of the best cloak options
Alternatives
- Mantle of the Holy Warrior
Gives a source of free
Crusader's Mantle. - Cloak of Protection
Gives +1 Armour Class
ChestLuminous ArmourThe main armor choice for
Radiating Orb on each radiant damage tick.Alternatives
- Bhaalist Armour
In case you want to maximize your damage with either bows or
Selûne's Spear of Night, this armor is the best choice. Sadly, it's not precisely relevant for this build in terms of roleplay. However, I would still have it at least on the companion.
GlovesGloves of Belligerent SkiesContinues to be a solid option as a source of
Reverberation
BootsBoots of Stormy ClamourContinues to be the best boot option for passing
Reverberation via various conditions
AmuletAmulet of Greater HealthMy recommended option with huge boost to Constitution making it easy to maintain spell
ConcentrationAlternatives
- Khalid's Gift
Allows you to round up Wisdom if you have set it as 17
RingRing of Mental InhibitionThe ring works wonders with all the saving throw rolls that you will do using
Horde Breaker. This will activate it multiple times, and easily apply
Mental FatigueAlternatives
- Callous Glow Ring
This item loses priority as you have various ways to gain radiant damage source -
Moonmote,
Crusader's Mantle,
Spirit Guardians
Ring 2Strange Conduit RingGives an easy source of bonus psychic damage
Alternatives
- Ring of ProtectionAlternative equipment option
Gameplay and mechanics
In general, Act 3 does not bring much in terms of how the gameplay changes. It's just optimisations to your gear and higher-level spell unlocks
The recommended combat loop
- With the
Extra Attack unlocked your weapon attacks are even more potent and play a bigger role in both applying conditions and inflicting damage.
Horde Breaker is still a major feature of the build, and depending on the setup, you can use both ranged and melee interchangeably.- For bigger encounters, you can use
Moonmote or
Crusader's Mantle to buff everyone with radiant damage rider. Taking into account that everyone's hits will get 1d4 damage, this can stack easily.
Moonmote also has a special effect of slowing enemies down. So if you pull them with
Minor Illusion before combat, they are very unlikely to run away.- In case you have lightning casters,
Create Water is an extremely potent spell even if it uses up your main action - Use
Booming Blade when not utilizing
Horde Breaker to inflict extra thunder damage. - The main decision is between Ranged weapons and melee weapons. The build can use both at the same time, or you can concentrate just on one.
Maximizing the Build - Abilities, Illithid, Consumables
Maximising Ability Scores
Now, as the build progression is covered, there are a few aspects and important decisions you will have to make throughout the game. These will decide your final score for abilities.
Wisdom
- Starting - 17 Wisdom
Auntie Ethel's Hair (optional) - +1 Wisdom (if you choose this)- Act 3 -
Khalid's Gift - +1 Wisdom if you did not take
Auntie Ethel's Hair - Act 3 - Mirror of Loss - pick +2 Wisdom, you can also switch this for +2 Dexterity, especially if you are using Bows a lot.
These will allow you to reach 20 natural Wisdom, which is pretty decent.
Illithid Powers
This special mechanic in Baldur's Gate 3 allows you to consume tadpoles and unlock special Illithid Powers.
At first, you can only use the base powers. As you move to Act 3, you will be able to unlock the outer ring powers, also called Elite.
| Illithid Power | Type | Description |
|---|---|---|
| Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits with attack rolls. | |
| Base | An easy way to ensure you land critical hits, works both with spells and normal attacks. | |
| Base | Can help to kill an enemy faster if it is left with a few HP. | |
| Base | A great way to weaponise your reaction, especially if you do not have access to |
|
| Base | Excellent option for bonus temporary HP. It can also apply |
|
| Elite | Can be used to maximise the effectiveness of charisma-based skills, especially relevant to the main character. | |
| Elite | Very powerful spell that can be used to pull enemies together. You can then follow up with area-of-effect spells or attacks. In general, it is a very effective action in the hands of any character. | |
| Elite | Can be used to nullify lower-level spells which are equal to your proficiency bonus. | |
| Elite | Remove the cost of spell slots or charges. | |
| Elite | Weakens enemies by reducing their Armour Class. Now it's easier to hit them. |
Potions, Elixirs and other Consumables
Let's take a look at what consumables you can use to further empower the build.
I recommend checking Pickpocketing Guide on how to steal a lot and prepare yourself with almost unlimited consumables. This will allow you to have a dedicated character to steal from merchants and have a consumable for every situation.
Potions
These are general consumables, and most of them are activated for a few turns. Potions are separate from Elixirs and can be active together.
| Consumable | Description |
|---|---|
| This is a very powerful potion. It gives an additional action point, which can be used to cast a spell or attack. The activation is generally by drinking using a bonus action. However, you can stack together with party members and make one member |
|
| It can be used in two ways - the first one is to enter combat with a |
|
| An easy way to get the |
|
| Gives |
|
| Restores level 1 and 2 spell slots. | |
| Acts as a Long Rest, restoring all spell slots. |
Coatings
These are applied directly on weapons, and usually have a 10-turn duration:
| Consumable | Description |
|---|---|
| The attack roll bonus is pretty good, which improves your chances of hitting. | |
| Helps with attack and damage rolls. |
Elixirs
Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last until a long rest, making them very useful and economical.
Be sure to activate them before combat, as otherwise, you will need to use Bonus Action.
| Consumable | Description |
|---|---|
| The elixir gives an easy option to get an additional action point - just kill a foe. This can then be used to attack one more time or cast a full spell. | |
| Improves Spell Save DC, making it easier to land spells. | |
| Makes it easier to maintain spell |
|
| For some encounters, you will want to go first. This elixir will ensure that it overcomes even |
Arrows
| Consumable | Description |
|---|---|
| One of the strongest arrow options in the game. Allows hitting multiple targets; its success depends on the first hit, and it can do powerful things, like activating consumables, while also hitting enemies. |
Scrolls
This is one of the most overpowered mechanics in the game. At first, it might seem that you earn those old, boring spells that you can learn yourself. However, as you play more and more, and get higher-level spells, you can see - wait, I can save a spell slot casting this.
Yeah, and this is where their power comes. During the whole playthrough, you will probably collect a lot of these, so I recommend using them whenever you can.
Conclusion and Credits
Thank you for reading Selune's Silverstars Build for Baldur's Gate 3. This is a perfect role play build, utilizing advanced mechanics like
Horde Breaker and special radiant gear -
Selûne's Spear of Night. This build is perfect for those wanting to do a "good" Shadowheart playthrough.
Cheers!
Big thanks to grousedrum for sharing insights on this build setup
David, for doing a review
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