
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 -
SelΓ»ne'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 +
SelΓ»ne'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 Priestβ. These will recharge each long rest. - Access to support spells like
Healing Word,
Mass Healing Word,
Sanctuary, etc.
Aidβ 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 Strikeβ will help you land attacks and
War God's Blessingβ 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 Guardiansβ - 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
SelΓ»ne'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
Archeryβ 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
Build ID: 5168
Mode: Paper Doll
Sets: Act 1, Act 2, Act 3
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
Wetβ on enemies using
Create or Destroy Waterβ 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 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 Shadow Sorc 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.
Build ID: 5168
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,
SelΓ»nite 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:
Archeryβ 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.
Build ID: 5168
Mode: Full Equipment
Sets: Act 1
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 Wordβ 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
Blessβ to buff allies before combat. Once you get
The Whispering Promise, you can forgo the spell and use
Healing Wordβ or
Mass Healing Wordβ instead, to buff your allies and save a spell slot +
Concentration slot.
Create or Destroy Waterβ 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 Guardiansβ +
Luminous Armour +
Boots of Stormy Clamour. This allows for easily debuffing multiple enemies.
Glyph of Wardingβ 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
Build ID: 5168
Mode: Full Equipment
Sets: Act 1.5
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:
Build ID: 5168
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 Illusionβ 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 Inβ 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 Inβ effect in the "Passives" section of the hotbar, in case you have a very low hit chance.
Blessβ from a Cleric, Paladin, or
The Whispering Promise ring for a 1d4 bonus.- Spells like
Faerie Fire, and
Blindnessβ give an
Advantage to attackers.
Oil of Accuracy or
Diluted Oil of Sharpness, for a 1 and 2 attack roll bonus.
Phalar Aluve: Singβ 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
Build ID: 5168
Mode: Full Equipment
Sets: Act 2
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
Build ID: 5168
Mode: Full Equipment
Sets: Act 3
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 -
SelΓ»ne'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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