This guide will explain the best Halsin Companion Build in Baldur’s Gate 3, the Druid class, the Circle of the Moon subclass, and the optimal setup.

This build page has been updated for thePatch 8 versionof Baldur’s Gate 3.

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Halsin Companion Introduction

Halsin is aWood ElfDruidand a First Druid in the Emerald Grove, known also as Druid Grove. He is a powerful spellcaster who wields and manipulates nature magic and can transform into various animals thanks to theWild Shapeability. Halsin can shape-shift into a wolf, bear, spider, and much more, each granting him unique tactical advantages. Druids excel at support roles, crowd control, and summoning, making them valuable assets to any party.

Thiscompanionbuild is focused on transforming via Wild Shape and is primarily a damage dealer. There are other forms of support, and you can heal to some extent. But this build primarily utilizes Wild Shape, which provides great damage, crowd control, and high survivability. This build is for those interested in the ability to transform into animals, cast powerful spells, and do damage.

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Companions in BG3

Companions in Baldur’s Gate 3 are a group of non-player characters (NPCs) who join the player’s party and accompany them throughout their journey in the game. These companions are essential characters that offer various benefits, such as providing additional combat support, contributing to the story, and offering different perspectives on the events unfolding in the game world.

Companions can be avoided entirely, die, be romanced, and have their sprawling background.  In this build guide for Halsin, we will explore his character and how to make a powerful Durid Build using this original character.  This build is being updated as we progress to the max level of 12. Check back frequently for updates.

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Circle of the Moon Halsin Class Pros:

Circle of the Moon Halsin Class Cons:

Patch 8 Changes to Halsin Druid for BG3

Patch 8 brings a major shift to the Druid class in Baldur’s Gate 3 with the introduction of the Circle of Stars subclass. Unlike more traditional Druid paths, this one leans into ranged spellcasting, offering Guiding Bolt and a passive 1d6 bonus to attack rolls that make it feel more like a magical archer. It excels early on, especially when combined with gear available in Act 1, delivering strong performance with little need for complex strategies. That said, its impact wanes in the later stages of the game, withAct 3highlighting its limited late-game scaling.

Significantly, the Circle of the Moon subclass still remains the strongest for Druids in BG3. Helpfully, Halsin joins your party with this subclass already in place. However, you may still need to reroll him because someability scores, skill, and spell choices may not match our recommendations.

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Halsin Features & Mechanics

Here is a list of all the essential Halsin Companion Mechanics and Features for the Baldur’s Gate 3: Best Halsin Companion Build Guide:

Yourcompanionscan be respecced or rerolled early in the game. This means you can change their class, subclass, ability score, and more. The only feature that cannot be adjusted is their race and story. We suggest usingWithersatCampafter he’s unlocked to optimize the build.

Baldur’s Gate 3 Companion - Halsin

How to Find and Recruit Halsin

Important: To recruit Halsin you must help both theDruidsand theTieflingsand defeatMintharaand the goblins.

To unlock Halsin in Baldur’s Gate 3, you need to follow these steps:

Druid Halsin Wild Shape Explained

In Baldur’s Gate 3, Druids can use theWild Shapeability to transform into a beast form. This ability is available once theDruidreaches level 2, and they have two charges of Wild Shape that they can replenish with each short rest.

When a druid Wild Shapes, they take on the game statistics of their beast form, including their hit points,armor class, movement speed, Strength, Dexterity, and Constitution scores. They also gain the special abilities of their beast form, such as the ability to climb walls, and fly or breathe underwater.

However, there are some limitations to Wild Shape. Halsin’s Intelligence, Wisdom, and Charisma scores remain the same, so he cannot cast spells or speak in animal form. Additionally, Halsin’s equipment merges into his animal form and cannot be used until he reverts to their humanoid form. Halsin is a combat Druid, Circle of the Moon subclass, so he has access to all Wild Shapes available.

Notes about Wild Shape:

While Wild Shape is great, keep in mind that it also limits your ability to heal allies which can be critical.

Druid Halsin Wild Shape Forms

Wild Shape Forms Explained

Halsin Spell Mechanics

Character Creation

The BestSubclassfor the Baldur’s Gate 3 Best Halsin Companion Build Guide isCircle of the Moonbecause it provides the best overall damage and group utility for the team. At level two, you can make your decision on which subclass to pick. However, Halsin will be the most effective with the Circle of the Moon Subclass that focuses on transforming into a Beast using the Wild Shape ability.

The Best Subclass for the Druid Halsin isCircle of the Moon, here are all available subclasses:

Baldur’s Gate 3 Circle of the Moon Druid Features & Progression

We are focused on high damage, survivability, and group utility so Circle of the Moon makes the best choice for our Halsin. This will allow us to optimize Wild Shape usage and focus on becoming wild creatures which get much more powerful later in the game.

The Circle of the Moon Druid subclass unlocks the following features and spells:

Halsin Race

Halsin by default is a  Wood Elf. Wood elves spend their reclusive lives in Faerun’s forests. Decades of training in archery and camouflage are enhanced by an otherworldly swiftness. Here are the following bonuses:

Animal HandlingandInsightare the bestskillsfor Baldur’s Gate 3: Best Halsin Companion Build Guide because they complement your class abilities and enhance your effectiveness in various situations. In Baldur’s Gate 3, skills represent the abilities and proficiencies of your character that allow them to perform various actions and interact with the game world. Skills are associated with specific attributes and are used to determine the success or effectiveness of certain actions or abilities. They can be edited during character creation or with companions, during respec or reroll screen.

Also Check:-BG3 Interactive Map

Here are the skills for the Baldur’s Gate 3: Best Halsin Companion Build Guide:

Best Druid Ability Scores

Below is the bestability scorefor the Baldur’s Gate 3: Best Halsin Companion Build Guide:

The best ability score for Halsin should reach 16 Wisdom to increase spellcasting potency, then 16 Constitution which helps with concentration spells and health. 14 Dexterity is the next priority because this can add to yourArmour Class(AC) while wearing medium armor. This will give you a great blend of survivability and damage, while the Wild Shape creatures will have their ability score when you transform.

After you choose the Druid, Circle of the Moon, race, and background, the game will automatically distribute your abilities in the character creation abilities tab. You will need to reprioritize the stats for the chart for the best druid build.  Simply use the plus-minus in the character creator and make sure you have the suggested race, or the numbers will be off.

Druid Spell Slots

Here’s a chart that shows the levels and spell slots unlocked for the Baldur’s Gate 3: Best Halsin Companion Build Guide:

Halsin Level Progression

Alternative Halsin Druid Build

This alternative Halsin build takes a bold turn from the traditional Druid path by introducing a Wizard multiclass at Level 8. Centered on the Circle of Spores subclass, the build shifts focus from healing and shapeshifting to destructive spellcasting. By branching into the Evocation school, it gains access to Sculpt Spells, which is a key feature that allows you to cast potent area-of-effect magic without endangering your allies. The result is a hybrid caster who trades versatility for sheer magical impact, ideal for players seeking a more aggressive, damage-oriented approach to Halsin’s character.

Read More:All Bosses in Baldur’s Gate 3 Listed

Remember companions come with default class and ability score. If you can, unlock Withers as early as level 2 just after the prologue, and respec Halsin’s skills and ability score which is listed above. Moreover, his default class is a Druid who frequently Wild Shapes. We decided to keep him in that role identity and class for the sake of the story and gameplay feel. Below are our suggestions on how to level him up as a Druid effectively.

At level one, you will select the ideal Cantrips and Spells. you may select two cantrips and four spells.  Here are two cantrip suggestions:

Read More:All Acts in BG3 Ranked

Suggested spells for Druid:

Gameplay: you won’t be able to Wild Shape just yet so rely on your spells and cantrips for damage at this level. The main damage skill is Ice Knife and Shillelagh cantrip. Thankfully you won’t be at this level long, and then you may Wild Shape using spells in conjunction with animal abilities.

Halsin Gameplay & Priorities

During the early phase of BG3, you will want to equip Halsin with whatever extra weapons and armor you have. Transition him to medium armour and quarterstaff with a shield at level 3 after selecting your subclass. It’s not until later in Act 3 that you will find and equip powerful Light Armour sets. Until then, keep your AC high outside of Wild Shape form.

Your overall priority with this build is the following:

Following these steps ensures a strong foundation for her especially if you plan on playingsoloor onHonour Modedifficulty.

Level One Prepared Spells: Healing Word, Ice Knife, Thunderwave, and Cure Wounds.

Read More:Best Patch 8 Subclass Tier List in Baldur’s Gate 3

At level two, you will want to pick the Circle of the Moon subclass.  This subclass gives you two important perks to help with Wild Shape:

Level two will also unlock another level 1 spell slot.

Using Wild Shape at Level 2

You want to use the Wild Shape forms for various combat situations. At this level, the Wolf is your damage dealer, the Spider great for snares and immobilization and the Badger is great for utility and damage because it has 3 attacks. If you “die” or reach 0 HP in Wild Shape form, you will revert back to your physical form. So, you can use this as an extra health bar if you are in trouble.

The downside to going intoWild Shape is losing access to all your spells. You will have the animal’s abilities, spells, and access to a self-heal. This is why the build is more of a damage dealer than support. So be wary, if you want to off-heal teammates, you can exitWild Shape form and do it manually.

Gameplay: On your first turn try to open up with a damage spell using your action first. Typically this Ice Knife or Thunderwave if enemies surround you. Then use your Bonus Action to transform into a Wild Shape. Typically the Badger at this level. Now go offensive and use the Badger skills. Burrow is a great crowd-control effect if your team needs control. Also, consider going out ofWild Shape manually when you need to cast another ability. This method of casting, and transforming will be the gameplay loop from this point forward.

Halsin Level Two Prepared Spells: Healing Word, Entangle, Thunderwave, Cure Wounds, and Ice Knife.

At Level three Halsin unlocks the ability to cast level 2 spells along with more slots for level 1. Our suggestion is pick up Flaming Sphere.

Here are our two favorite new spells :

Gameplay at this level is somewhat similar to before. Cast Flame Sphere, get into your preferred Wild Shape, and do damage!

Level 3 Prepared Spells: Healing Word, Entangle, Thunderwave, Cure Wounds, Ice Knief, Flaming Sphere.

At level four you’re able to choose between afeat(feature) or an increased ability score, specifically Wisdom.  Increase Wisdom by two to reach 18 as the feats for Druids aren’t that impressive.  You will get another Cantrip and another level 2 spell slot.

Deep Rothe Shape: this will be unlocked at this level. This form is amazing for crowd control. Being able to charge ahead and knock a group of enemies in prone is awesome for the group. Use this form when you need mobility, melee damage, and stuns.

Gameplay at this level gives you some flexibility in your opening spell. Typically it’s Flame Sphere unless you need to drop an enemy’s weapon with Heat Metal. Wild Shape into Deep Rothe gore is your skill for damage, while Charge is your crowd control skill.

Level 4 Prepared Spells: Healing Word, Entangle, Thunderwave, Cure Wounds, Heat Metal, Flaming Sphere, Ice Knief.

At level five, you get access to two level 3 spells which are very powerful. What you select will depend on your group composition. Meaning, if you have a Wizard in the group focused on heavy area damage, you may want to make a different selection. Typically, the level 3 spells have a huge jump in power and can really damage massive groups at once so that will be our focus. Additionally, you unlock Wild Strike while in Wild Shape form.

Wild Strike:make an additional attack after making an unarmed strike while in Wild Shape. This is essentially like an extra attack for Rangers, Fighters, Barbarians, etc.

Gameplay at this level expects a big jump in damage with spells, both of which are area-based. Also, your Wild Shape damage will be much higher allowing you to attack twice. Ideally, you want to use your big area-based damage or Flame Sphere first, then Wild Shape and prepare for melee battle on turn two.

Level 5 Prepared Spells: Healing Wound, Entangle, Thunderwave, Cure Wounds, Ice Knief, Heat Metal, Flaming Sphere, Call of Lighting, and Sleet Storm.

At level 6 you get one additional spell and two new forms. The spell choice is up to you, Ice Knife defaults back in this position, and it’s a solid choice for range damage when we have limited level 3-4 spell slots.

At this level, you have more options in Wild Shape and Spells. Combine area damage spells with whatever needs you have for Wild Shape like single target damage or area. I typically used the Owlbear because the Enrage Action area skill can frighten enemies in a radius. This shape also has a ton of health as well.

Level 6 Prepared Spells: Healing Wound, Entangle, Thunderwave, Cure Wounds, Ice Knief, Heat Metal, Flaming Sphere, Call of Lighting, Sleet Storm, Gust of Wind.

At level 7, you get access to level 4 spells. you may select more than one if you wish and we suggest taking two:

Ice Storm acts as another massive area damage, that can cause status effects. Conjure Woodland is useful because it doesn’t require concentration. In essence, you could use both Flame Sphere and Conjure Woodland for two companions aiding you. The Woodland creatures also have a lot of spells and skills useful for damage and crowd control. They can fulfill that role, while you Wild Shape into a damaged form.

At this level, drop Gust of Wind pick up both level four spells, and use one during combat. The picture prepared spells is slightly off, don’t take Flame Blade, instead use Ice Knife. On tough fights, I use my spell slot for Conjure Woodland Being rather than Ice Storm.

Level 7 Prepared Spells: Healing Wound, Entangle, Thunderwave, Cure Wounds, Ice Knief, Heat Metal, Flaming Sphere, Call of Lighting, Sleet Storm, Ice Storm, Conjure Woodland Being.

Level 8 you get another Wild Shape, an additional spell slot, and a feat. We suggest taking the War Caster feat, Confusion Spell, and explaining the Saber Tooth Tiger Wild Shape form.

Wild Shape: Sabre-Toothed Tiger: this is just a better version of the Panther with similar damage and skills (jugular). To make the most out of the damage, you want to attack Prone (knocked down) targets. You can proc this effect with cold damage and even cast your cold spells before transforming. Companions and allies can proc this as well, and focus on those targets for extra damage.

Level 8 Prepared Spells: Healing Wound, Entangle, Thunderwave, Cure Wounds, Ice Knief, Heat Metal, Flaming Sphere, Call of Lighting, Sleet Storm, Ice Storm, Conjure Woodland Being, Confusion.

At level 9 the Druid gains access to level 5 spells.  We want to drop Conjure Woodland Being and pick up Conjure Elemental and Mass Cure Wounds.

Level 9 Prepared Spells: Healing Wound, Entangle, Thunderwave, Cure Wounds, Ice Knief, Heat Metal, Flaming Sphere, Call of Lighting, Sleet Storm, Ice Storm, Confusion, Mass Cure Wounds, Conjure Elemental.

Level 10 the Druid unlocks multiple Wild Shape Forms, a Cantrip, new Wild Shapes, and a new spell.

Wild Shape Dilophosaurus: Take the shape of a dilophosaurus whose Corrosive Spit can dissolve a target’s Armour Class. This is a decent Wild Shape form, but we get better ones with the Moon subclass so I usually don’t use this.

Wild ShapeMyrmidon(subclass feature: with the Circle of the Moon subclass) can summon one of four different Myrmidon creatures; Air, Earth, Fire, and Water.  Each comes with its three skills or spells. The Water Mymidon is my favorite because it has ice damage and a healing spell.  This means you can stay in Wild Shape form doing damage while off-healing which the other Wild Shapes cannot do. These Myrmidon also cost two Wild Shape charges, not one but they are considerably more powerful.

At level 10 you’re able to now cast Insect Plague and then Wild Shape into a Water Myrmidon. Don’t forget to maintain your summon during combat and it doesn’t require concentration giving you a massive advantage.

Level 10 Prepared Spells: Healing Wound, Entangle, Thunderwave, Cure Wounds, Ice Knief, Heat Metal, Flaming Sphere, Call of Lighting, Sleet Storm, Ice Storm, Confusion, Mass Cure Wounds, Conjure Elemental, Insect Plague.

At level 11 the Druid unlikes the final tier of spells, level 6 spell slots. We are going to drop Insect Plague and pick up both Heroes’ Feast and Heal.

Level 11 Prepared Spells: Healing Wound, Entangle, Thunderwave, Cure Wounds, Ice Knife, Heat Metal, Flaming Sphere, Call of Lighting, Sleet Storm, Ice Storm, Confusion, Mass Cure Wounds, Conjure Elemental, Heroes’ Feast, Heal

Congratulations on reaching the maximum level as a Druid in Baldur’s Gate 3. At level 12, you will gain access to another spell slot. I suggest taking an earlier game spell Stoneskin. We will use our level 6 spell slot for a burst heal and Heroes’ Feast after a long rest, so the skill is a flexible choice.

Level 12 Prepared Spells: Healing Wound, Entangle, Thunderwave, Cure Wounds, Ice Knife, Heat Metal, Flaming Sphere, Call of Lighting, Sleet Storm, Ice Storm, Confusion, Mass Cure Wounds, Conjure Elemental, Heroes’ Feast, Heal, Stoneskin

Best Gear for Halsin in Baldur’s Gate 3

In Games like Baldur’s Gate 3, you’ll explore the world, loot chests and your enemies’ dead bodies, and complete quests and all those activities can reward you with useful items, potions, armor, weapons, scrolls, and much more. Progression and finding new gear are part of the game, and you will organically get more powerful weapons during your journeys.

Beginner: Act 1

Below is the best beginner gear for the Baldur’s Gate 3: Best Halsin Companion Build Guide:

Below is the bestAct 1Armor, Weapons, and Equipment for Halsin Companion in BG3:

Advanced: Act 3 End Game

Below is the best-advanced gear for the Baldur’s Gate 3: Best Halsin Companion Build Guide:

Below is the best Act 3 Armor, Weapons, and Equipment for Halsin Companion in BG3:

Consumables

The following list represents the best individual useconsumableitems that will aid in the Baldur’s Gate 3: Best Halsin Companion Build Guide:

Halsin Combat, Gameplay Tips, and Tricks

Here are 10 gameplay, combat tips, and tricks for using the Baldur’s Gate 3: Best Halsin Companion Build Guide:

Remember, this build guide serves as a foundation, and you can always adapt it to suit your preferences and the needs of your campaign. Enjoy playing as the formidable Circle of the Moon Druid!

Baldur’s Gate 3 Halsin Build Summary Guide

Q. Can Halsin be your companion in BG3?

Ans. Yes, Halsin can become a companion in BG3 but only after Act 2.

Q. Is Halsin a good companion to have?

Ans. Yes, Halsin is a good companion to have in BG3 especially if you want a powerful frontline shapeshifter.

Q. Can you take Halsin with you in bg3?

Ans. Yes, you can take Halsin with you but only after completing his questline.

Q. Can I have both Halsin and Astarion?

Ans. Yes, you can have both Halsin and Astarion in your party as companions.

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