
Best Halsin Build - Emerald Archdruid - Baldur's Gate 3 (BG3)
Contents
Halsin Build - The Emerald Archdruid
You first learn about Halsin in
Emerald Grove when talking with the Druid's there. He is the leader of the Grove and its protector. As the small enclave finds itself in a problem, Halsin takes the initiative to change things and goes to the
Goblin Camp.
As you meet him, he is a druid using
Wild Shape: Cave Bear form. He offers to join you in combat to help fight the Goblin leaders.
Overall, the build will revolve around being a Moon Druid. This is a pretty powerful subclass that has interesting mechanics, with various spells. Moreover, the
Wild Shape can be activated just using a bonus action, greatly opening up your combat possibilities.
The goal is to mix both control spells and various animal forms to maximize the combat potential. For example, using
Spike Growth while in
Wild Shape and having
Tavern Brawler will proc bonus damage on each tick based on your strength modifier. Let's thank the game for its spaghetti code, and for offering unique mechanics.
So you are rewarded by using this build both for casting spells and using various forms. They are extremely powerful and can act as full tanks, or deal a decent amount of damage with certain features.
Hope you like the idea of the build, and enjoy reading it!
How to effectively use and read the build? Here are a few tips:
- Build Overview gives a high-level overview of each level
- Go into the leveling progression to understand why these picks were made, which also offers variations and mechanics explanations
- The equipment section offers gear progression and gives an in-depth explanation of what each piece offers to the build
- Check the Mechanics section to fully understand how the build falls into place
Class Contribution
This shows the class contribution of the build
12 Moon Druid
- A solid variety of proficiencies - medium, light armor, and shields
- Access to prepared spells that can be added or removed outside of combat.
Wild Shape - Moon Druid, gets a special version allowing it to turn into a beast with just a bonus action. This is advantageous, allowing the use of the first turn for both spellcasting and transformation.- Each
Wild Shape form comes with interesting mechanics that you can build around.
Wild Shape: Deep Rothé, has special
Charge hitting multipletargets. The
Wild Shape: Spider comes with
Web giving an easy
Advantage. This is just a glimpse of the possibilities.
Primal Strike is great for overcoming resistance and immunity against physical damage types.- Control spells - Druid has plenty of control spells -
Sleet Storm,
Plant Growth,
Confusion, etc. These are excellent options to weaken foes and unlock the full potential of the party for
Advantage on attack rolls. - Summons like
Conjure Woodland Being, offer additional free
Spike Growth, that damages enemies and slows them down. You can also get
Conjure Elemental, which unlocks Water Myrmidon - the most powerful option for Lightning and Cold spell casters.
Wild Strike which gives an additional attack in beast form. At level 10, this will give @improved wi, competing with Fighters.- The Moon druid gets additional shapes -
Wild Shape: Sabre-Toothed Tiger,
Wild Shape: Air Myrmidon and others, giving even more possibilities to approach combat.
Build Variations
For Halsin specifically, I would like to greatly expand this section. He gets a special mechanic that allows him to cast spells for "free" (by free I mean no spell slot usage). This is a cool addition, nothing groundbreaking, that opens interesting playstyles. How does it work?
Due to the code oversight, Halsin spells, that he gets at level 1, 3, 5, do not use spell slots, if they do not have any higher-level spell slots. For example, at level 3, you can get
Misty Step. If you don't have any level 3 spell slots, you can freely cast this with just a bonus action every turn.
I would like to give credit to this post by LostAccount2099 for covering these mechanics extensively. If you want something unorthodox, here are some build ideas from the post, that I think are pretty interesting and utilize the free spells.
| Setup | Description |
|---|---|
|
A very mobile fighter that can overwhelm enemy positions with teleportation. The |
|
This gives access to
|
|
Similar to the option above, just that you can gain proficiency in Constitution Also, you benefit from different fighting styles:
|
Build Overview
Here is a concise table with all the main picks during your leveling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear as it is crucial
| Level | Class | Selection |
|---|---|---|
| 1 | Druid 1 | Cantrips: |
|
Abilities: STR - 8, DEX - 16 (15+1), CON - 15, INT - 8, WIS - 16, CHA - 10 |
||
| Skills: Perception, Insight | ||
| 2 | Druid 2 | Subclass: Circle of the Moon |
| 3 | Druid 3 | - |
| 4 | Druid 4 | Cantrips: |
| Feat: |
||
| 5 | Druid 5 | - |
| 6 | Druid 6 | - |
| 7 | Druid 7 | - |
| 8 | Druid 8 | Feat: Ability Improvement - +2 Wisdom |
| 9 | Druid 9 | - |
| 10 | Druid 10 | Cantrips: any |
| 11 | Druid 11 | - |
| 12 | Druid 12 | Feat: |
Synergy with other builds
This section will give a few ideas on how to utilize other builds to maximize the combat potential of the group. There are usually various synergies that make the group play more enjoyable. However, this should not be the main factor. With full game knowledge, any party composition will work freely.
Piercing Damage
| Synergetic Builds | Enabler | Description |
|---|---|---|
| The |
||
Control Spells
| Synergetic Builds | Enabler | Description |
|---|---|---|
|
||
| Any | Disabling a group or a single foe, allows your allies to hit them with guaranteed critical hits |
Lightning and Cold casters
| Synergetic Builds | Enabler | Description |
|---|---|---|
|
|
As you can use both |
Starting the Build - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Halsin build. Some of these choices are impactful as you cannot respec them.
How to Unlock Halsin?
Halsin is first encountered in Act 1, and depending on your decisions, he joins your camp. Later on, as you progress in Act 2, and solve his quest, he can join you as a companion.
Act 1
You first hear of Halsin in
Druid's Grove as he is imprisoned in the
Shattered Sanctum. Once you reach the area, go to the
Worg Pens, where you will find him in the Bear form, imprisoned and teased by small goblins. As you approach the cell, the dialogue will start, where you can decide to help him.
The idea is that once you finish the fight, he suggests taking down the Goblin leaders. First, I recommend not starting this, as you might want to explore the rest of the Goblin Camp. Once the goblins see Halsin, they will attack him instantly.
So once you are ready, ask him to join you, and go take down the Goblin Leaders. He will later return to
Emerald Grove and after the celebration, Halsin can join as a Camp member (not yet a full companion).
Act 2
In the Cursed Shadowlands, you will need to do
Wake Up Art Cullagh, which can be done by killing
Malus Thorm (Lv. 7) and obtaining Battered Lute. Once you have the lute, use it to wake up Cullagh, and learn of Thaniel's location.
Halsin then suggests opening up a portal where you will have to protect it close to the
Last Light Inn. This can be a challenging fight if you are new. After this is finished, Halsin can join you as a companion once you talk with him in the camp.
Origins and Characters
Here are the Origin and character picks that have a slight advantage with this build:
| Origin | Features | Description |
|---|---|---|
|
As a Wood Elf, Halsin is a great pick for Moon Druid. The bonus movement speed works in |
Respec at Withers to Level 1
One thing that you will want to do is Respec at Withers to start from scratch. This is important because this will allow you to reallocate better stats and to maximize combat potential through correct class picks.
Class
| Overview | |
|---|---|
Druid |
|
| Druids channel the elemental forces of nature and share a deep kinship with animals. Mastery of Wild Shape allows them to transform into beasts from all over the Realms. | |
| Features | |
Spell Slots |
These can be used to cast spells and are restored each long rest. |
Cantrips
| Cantrips | Description |
|---|---|
| At least one party member should have this cantrip, as it gives a free boost to various skill checks like dialogues, exploration, etc. | |
| Can be used to control enemy positioning. |
Abilities
Now, let's take a look at the abilities of the Halsin build. Correct allocation will allow you to maximise the early gameplay and get good modifier bonuses.
Build ID: 17237
Skills and Expertise
Overall, the skills should be impacted by your roleplaying and background decisions. However, you would still want those that will give you the best benefits. My recommendation would be to go for these, most relevant to the theme of the build or where you have high ability modifiers:
- Perception
- Insight
- Medicine
- Survival
- Animal Handling
Leveling Progression 2-12
Here is the detailed progression for Halsin Build to get you started. You can use it as a guideline because early games can be daunting and overwhelming. Later on, once you get a feel for the class, you can start picking your options
Levels 2-6
Level 2
Now you are ready to pick the subclass. As you can expect:
| Overview | |
|---|---|
Circle of the Moon |
|
| Features | |
Combat Wild Shape Charge |
Allows transforming into a beast using |
| Allows healing while in |
|
| Take the form of an animal. As you progress to higher levels, new options are unlocked. | |
| Additional form accessible to moon druids. Sadly, it is somewhat disappointing compared to the later options you will unlock. | |
I will cover my recommended prepared spells to include for each Spell level. Pick the ones that are interesting or fit your playstyle.
| Spell | Description |
|---|---|
| Excellent spell for the early game, where you might need an instant recovery of an ally. However, it loses value on Druid as you progress. | |
| One of the S-Tier spells, that is good to have in your arsenal. It applies |
|
| If you do not have another buffer in the group, having this spell is a great way to improve your and your allies' movement speed. | |
| Can be used for exploration or precast before combat. |
Level 3
As 2nd-level spells are unlocked, here are a few recommendations that I recommend to keep on your list:
| Spell | Description |
|---|---|
| This can be used to make enemies slow down and get damage in the meantime. This is bugged, and when you have |
|
| Excellent spell that can be reused multiple times during a fight, saving spell slots. | |
| A very powerful spell that can guarantee critical hits and paralyzes an enemy. | |
| Very useful control spell for the early game. You can use it to make targets drop their weapons, disabling some very strong early-game opponents. | |
| Usually, I reserve this spell for Bard. However, if you do not have it, |
Level 4
A few additional features are unlocked:
| Feature | Description |
|---|---|
| This is often overlooked but very powerful form, that can easily |
|
| Technically can be used to apply |
Now you can also select a cantrip:
| Cantrip | Description |
|---|---|
| Pick anything, as the core ones are already chosen |
Now the most important choice:
| Feat | Description |
|---|---|
| Pick +1 Constitution. This is a very powerful feat for any character that uses melee unarmed attacks (this does include most |
Taver Brawler, Wild Shape and Spell damage
So all of these 3 things intertwine together (mostly due to code oversight from the developers). The idea is that the
Tavern Brawler bonus increases based on your Strength modifier and affects your attacks, which is reasonable even in
Wild Shape.
The things get interesting when you cast something like
Spike Growth, and then do
Wild Shape. Now, when a spell does a damage tick, it receives a bonus from the Strength modifier via
Tavern Brawler:

As you can guess, if an enemy walks a few meters, the damage will be significant, without you even doing anything to them. Later, you can use
Wall of Fire and other spells to get this bonus damage, and having higher strength just emphasises the power of this mechanic.
Level 5
Level 5, is a big step for any caster and especially a Druid. Not only do you unlock level 3 spells, but get improvements to the
Wild Shape forms.
| Feature | Description |
|---|---|
| Allows making a second attack while in the |
As third-level spells are unlocked, here are a few recommendations that I recommend to keep on your prepared spell list:
| Spell | Description |
|---|---|
| The spell is very powerful for crowd control, as it can apply |
|
| If you need a blaster spell, this is a great option; however, it will require |
|
| This spell does not use any |
Level 6
A nice set of features are unlocked:
| Feature | Description |
|---|---|
| Makes it easier to bypass enemy resistance and immunities. | |
| The form is great until level 8. It's | |
| A pretty powerful shape in certain fights, that can |
Levels 7-10
Generally, this covers the Act 2 part of the game. This unlocks items that give a slight boost to a few builds, and you uncover a really interesting part of the story.
Level 7
Level 4 spells are plentiful, and all of them bring something unique, here are my picks:
| Spell | Description |
|---|---|
| This spell is almost a mandatory pick. The Dryad can cast |
|
| One of the most powerful control spells that can outright win encounters for you. | |
| Deals decent damage, but most importantly creates ice surfaces that will leave enemies |
|
| A very strong spell that, if placed correctly, can destroy foes. It does hit them multiple times - on your and your enemy's turn. | |
| A pretty powerful spell, that is good to have. It can help remove |
Level 8
A new form is unlocked:
| Action | Description |
|---|---|
| This can be useful in some cases when fighting enemies with a high armor class. The tiger's base attack reduces their AC, making it easier for your allies to hit. It can also |
For the feats:
| Feat | Description |
|---|---|
| Ability Improvement - +2 Wisdom | Plenty of |
Level 9
Here are my recommendations for prepared level 5 spells, not all of them are great, but you might see an opportunity on how they can be used in your rotation.
| Spell | Description |
|---|---|
| Doesn't use |
|
| With level 5 spell slots, this spell is okay. But it starts shining once you get access to Level 6 spell slots. You can then summon myrmidons, which are powerful based on your setup. | |
| These locusts deal a good amount of damage, and can also work together with other control spells like |
|
| Nothing spectacular; however, there are a few situations where removing curses can help. |
Level 10
This level is important as you will get some subclass features which will also greatly improve
Wild Shape.
| Feature | Description |
|---|---|
| Gives your wild shape forms a third attack, which is a huge improvement. Not many other classes get access to this. | |
| Another Wild Shape form to pick from. | |
| This form allows you to stun enemies, leaving them open to your ally's attacks. | |
| The strongest Myrmidon in terms of pure damage. It gets bonuses from |
|
| Sets enemies on fire and can |
|
| This is the best support option, it can heal everyone in a large area and use |
For cantrips:
| Cantrip | Description |
|---|---|
| Any | Pick anything, as the core ones are already chosen |
Levels 11-12
This is where you will spend most of the time in Act 3. There will be an immense amount of content, and you can finish your builds and unlock extremely powerful gear.
Level 11
The goal here is to get the Level 6 spells. There are a few good options that I recommend to keep in mind:
| Spell | Description |
|---|---|
| A very powerful support spell, that boosts maximum HP, improves Wisdom |
|
| Excellent offensive spell, that is great when there are multiple targets stacked together. It does use |
Level 12
For the feats:
| Feat | Description |
|---|---|
| I do recommend this feat, as it greatly reduces the chances of losing concentration while in |
|
| Going early can guarantee, landing spells, and effectively immobilizing enemies before they can do anything |
These options are recommended if you plan on using
Wild Shape: Water Myrmidon or
Wild Shape: Air Myrmidon which use weapons, and can benefit from extra damage with them:
| Feat | Description |
|---|---|
| This gives roughly a 30% of damage boost on weapon damage rolls. | |
Equipment 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.
Act 2
Build ID: 17237
Mode: Full Equipment
Sets: Act 2
Act 3 - Final Build setup
This is where you will unlock the strongest weapons and armors for most of the builds. It is split into two major parts, starting with
Rivington and later reaching the huge area -
Lower City itself.
Build ID: 17237
Mode: Full Equipment
Sets: Act 3
Build Mechanics
In this section, I would like to dive deep into how to play the Halsin Build. This will help you utilize it to the fullest and correctly use various actions and spells throughout the game.
Important Mechanics and Combos
Let's go through key mechanics and tips on how to effectively use the build.
Using different area Control spells
The interesting part of Moon Druid is that it has access to plenty of area-of-effect spells. For example, you can use two types of controls, one for the air and another for the ground. So for example -
Plant Growth and
Insect Plague, making the area inaccessible and enemies getting destroyed.
The strongest combo in my opinion would be
Sleet Storm together with
Hunger of Hadar (that you need Bard or Warlock to cast). This outright makes enemies skip their turn and get damaged by the killing of dark clouds.
So the main two categories:
- Ground -
Sleet Storm,
Spike Growth,
Plant Growth,
Ice Storm,
Grasping Vine (be careful as it can get damaged by air effects), and so on - Air -
Insect Plague,
Cloudkill,
Hunger of Hadar (obtained from other class)
Wild Shape - Deep Rothe
The
Wild Shape: Deep Rothé becomes available pretty early in the game. The main idea is that it can use
Charge and
Prone enemies. This is a very powerful condition, as you or your allies gain an easy
Advantage against them.
The cool thing is that the more targets there are, the more damage you will deal, and the numbers can multiply easily. It also pairs well with
Tavern Brawler. Now you can also include
Difficult Terrain like
Spike Growth and enemies will be forced to skip their turns, as they will not have enough movement speed to deactivate
Prone.
Wild Shape - Sabre-Toothed Tiger
Thanks, floormanifold on tips for Wild Shape forms - https://www.reddit.com/r/BG3Builds/comments/1dk7n55/comment/l9hbaf0/
In this section, I would like to go more in-depth on
Wild Shape: Sabre-Toothed Tiger as it has some powerful synergies. Overall, in the mid-game, it serves a nice purpose of weakening enemies. -2 to the enemy's Armour Class is a powerful feature.
However, things can drastically change in Act 3, once you obtain
Bhaalist Armour and wear it on one of the companions. As the Tiger deals piercing damage, each hit's damage gets doubled. The goal is
Prone enemies either with a standard tiger attack or other means.
Once they're down, you can use
Jugular Strike to deal significant damage.
This does require some setup on your side, but the results are satisfying.
Wild Shape - Earth Myrmidon
Wild Shape: Earth Myrmidon is the simplest form in my opinion. It is self-sufficient and has the effects of
Tavern Brawler. The main highlight is its Thunder damage rider, which deals 3d10 damage. This might be a bug, as the tooltip says 1d10.
I prefer this option for general combat where you just want to pummel through enemies and are not keen on doing any setups. The cool thing that the
Grounded Thunder Strike also
Prone enemies making them even easier targets for allies.
Wild Shape - Water Myrmidon
The last recommended Myrmidon is
Wild Shape: Water Myrmidon. This is an amazing semi-caster option, especially if you have other casters that can use Cold spells. It can apply
Chilled with its attacks, doubling the damage of cold spells.
The second aspect of the form is -
Explosive Icicle. At first glance, it's nothing special, but it gets its damage doubled if the enemy is
Wet. Second, it works with your spellcasting modifier, and attack rolls can be improved either with
Advantage or spells like
Bless. The area radius is significant, and you can hit multiple enemies easily with it.
The last aspect, depending on how much you want to use it (is a bit too much for my taste, as it requires plenty of setup) -
Hiemal Strike. It deals two damage types:
- Piercing damage - it can be enhanced with
Bhaalist Armour and
Great Weapon Master: All In. The damage bonus is significant, greatly enhancing your power. - Cold Damage - can be doubled when attacking
Wet enemies.
So this can net you 40+ average damage if everything falls into place. However, you will need to get
Advantage or use any other options to increase Attack Rolls.
Wild Shape forms and item effects
So the main downside of all of these forms is that some items and mechanics don't work as intended. Many items don't pass their effects, which is both a blessing and a problem. The build is simplified, but you are left with many items that only work in normal form and give no benefit while in
Wild Shape.
Overall, I wanted to inform you that the class has its problems, but it is still great in the grand scheme of things.
Maximizing Companion amount
Druid can summon plenty of minions that result in its small army. This can become tedious to manage, but they do offer plenty of bonuses and distractions for enemies.
Conjure Minor Elemental - either Mud or Ice Mephits
Conjure Woodland Being - summons a Dryad, that has free
Spike Growth.- Dryad's special action
Fallen Lover, summons a Wood Woad to fight by your side.
Conjure Elemental - you have a few options here. For example,
Conjure Elemental: Water Elemental can apply
Chilled with its normal attacks, while
Conjure Elemental: Earth Elemental, can
Prone targets with normal attacks.
Combat Tactics and Rotation
You will unlock Halsin in Act 2. His level might be different, depending on when you finish his quest, but overall, it should be level 8. The general rotation recommendation would be this:
- I recommend first casting a control spell -
Sleet Storm,
Spike Growth, etc.
Spike Growth works especially well with
Tavern Brawler, as once you enter
Wild Shape, the damage ticks get a bonus strength modifier. - You can also initiate combat by casting
Create Water which will not consume an action, and will apply
Wet on targets. - Turn into a
Wild Shape. Depending on your positioning, you can cover one of the escapes of the area of effect of your control spell. I would also position yourself at the front, as you can act as a semi-tank. - Next turn (if you used all actions; otherwise, current turn), use your
Wild Shape actions to either inflict damage or apply conditions.
This is just a rough overview of how to engage in combat. Overall, you have various options on what to do. Here are a few additional tips:
- Definitely use
Conjure Woodland Being, not only does it give free
Spike Growth, the
Fallen Lover can act as a meat shield and soak some damage. - Cast
Longstrider after each long rest on all party members, including yourself
Hold Person is a very powerful spell, especially if you have a high success chance. The guaranteed crits are a powerful tool. Another powerful addition is
Confusion, that can outright win an encounter by disabling a group of foes.
Plant Growth can be used when you want to leave
Concentration slot free and still create
Difficult Terrain.
Freedom of Movement should be used when an ally get's
Stunned. However, you can also use it as a buff to move freely on various terrains.
Conjure Elemental is a great option for additional summon, my favourite being
Conjure Elemental: Water Elemental.
What about
Wild Shape choices? I do recommend checking the above section, where I go more into depth on why each of them is good and how to use them. Here are a few tips:
Wild Shape: Deep Rothé is great against multiple targets, and it's damage can easily stack
Wild Shape: Panther is great until level 8, after that it's actions are somewhat bugged
Wild Shape: Owlbear is fun to use, and can be used to crush certain enemies from high heights. It does look awesome, and is fun to use.
Wild Shape: Sabre-Toothed Tiger - starts shining in Act 3, once you get
Bhaalist Armour for double piercing damage.
Wild Shape: Earth Myrmidon - is great for simple target destruction; use it together with
Tavern Brawler
Wild Shape: Water Myrmidon - works extremely well with
Great Weapon Master: All In for extra damage; also, its damage gets slightly boosted on
Wet targets.
The combat approach stays the same more or less. Generally, you will want to land some kind of control spell before going fully into combat or
Wild Shape. In certain cases, you can skip control spells and just concentrate on dishing out damage with your transformation.
- The same
Wild Shape forms are still useful. Once you get
Bhaalist Armour,
Wild Shape: Water Myrmidon and
Wild Shape: Sabre-Toothed Tiger both get their piercing damage doubled. This is a huge damage boost, and definitely favours these choices. - Use
Heroes' Feast after each Long Rest to buff allies. Make sure that you summon all summons, like
Conjure Woodland Being,
Conjure Elemental, etc. This way, the total HP pool of the party can be maximized. - You do not have
Hold Monster spell, so I recommend using
Scroll of Hold Monster for that.
Sunbeam is a powerful spell on grouped enemies, nothing truly fancy, but a great way to dish lots of damage, especially if you want to avoid
Wild Shape this turn.
Maximizing the Build - Abilities, Illithid, Consumables
In this section, I would like to dedicate to various optimizations that you can do to further empower your build. Various things like Illithid Powers and consumables can make the build from powerful to totally overpowered, trivializing the hardest game encounters
Maximizing Ability Scores
So, ability scores play an important role in overall build performance. They do help get higher modifiers to attack rolls,
Saving Throw, dialogue checks, and others. Let's look at how we can reach maximum values that are relevant to the Halsin Build:
- Act 2 - +2 Strength -
Potion of Everlasting Vigour. This is important. The
Wild Shape forms, although they have their own strength values, get the bonus from the potion. So it's a free damage boost. - Act 3 - +2 Wisdom - Mirror of Loss
- Act 3 - +1 Wisdom -
Khalid's Gift
Illithid Powers
Sadly, Halsin cannot use Illithid powers
Potions, Elixirs and Consumables
Let's take a look at what consumables you can use to further empower the build.
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 |
|---|---|
| You can chug this potion before combat, or during combat using a bonus action. It gives another action point that gives an additional attack or one more spell cast. Sadly, its duration is only 3 turns. | |
| Although not something powerful, it is worth stocking up and saving a spell slot. | |
| Can be used to get a perfect position before the encounter starts. It can also help trigger |
|
| Gives |
Elixirs
Be sure to activate them before combat, as otherwise, you will need to use a Bonus Action.
| Consumable | Description |
|---|---|
| These elixirs work in |
|
| 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. | |
| Gives bonus Spell Save DC via |
|
| For some encounters, you will want to go first. This elixir will ensure that it overcomes even |
|
| Boosts attack rolls by 1d4; this is a good boost to increase the likelihood of landing attacks. |
Conclusion and Credits
Thank you for reading the Halsin build - The Emerald Archdruid for Baldur's Gate 3. The build offers a truly roleplay-friendly option for this companion. Although we are limited in terms of power by not having Illithid powers, the moon druid kit is excellent, and
Wild Shape gives various options on how you can optimize the playstyle.
Cheers!
Like, Dislike, comment, or share!

Druid
Spell Slots
Circle of the Moon
Combat Wild Shape Charge
Join the Discussion
0 commentsNo comments yet.
Be the first one to leave a comment!