Halsin is an immensely powerful druid in Baldur’s Gate 3. This half-man, half-bear can shred any goblin into pieces at the blink of an eye. Vowed to make Druid Grove safe and remove the Shadow Curse, Halsin is a determined leader with a great liking for the virtuous people.
Due to the Wild Shape ability, Halsin can change into a variety of beasts that are both powerful and tanky. This makes him an exceptional companion and a fierce fighter. For this purpose, we have a multiclass build for Halsin that is the best in the class.
Before getting to the build part, you must first find and recruit Halsin into your team. He is one of the companions whose quest is extremely easy to mess up. Make sure to follow all the steps carefully so you won’t miss out on one of the best druid builds for the latest patch 8 of Baldur’s Gate 3.
How To Recruit Halsin in Baldur’s Gate 3
Recruiting Halsin is a monumental task in Baldur’s Gate 3. Once you reach Druid’s rove, you will learn that Druid Halsin went to investigate Goblin’s Camp and never returned. This will start the Save Druid Halsin side quest.
Once you reach Goblin’s Camp, find Halsin in the Shattered Sanctum. He will be in his bear form. Help him escape the captivity and kill all three Goblin Leaders. You can knock out Minthara for the same impact, and this way, you can still recruit her.
Talk to Halsin at the camp during the party, and he will agree to go to the Moonrise Towers with you. Complete the first act and then travel to the Shadow-Cursed Lands.
Inside the Last Light Inn, talk to Halsin, and he will tell you about his mission to lift the Shadow Curse. Visit Art Cullagh, who is afflicted by some curse and has been sleeping since. Obtain his letter and go to the House of Healing.
Kill Malus Thorm and collect the Battered Lute from his body. Use it to wake up Art Cullagh. Bring Halsin to him, and he will tell you about Thaniel and the location to find him.
Halsin will ask you to meet him at the Lakeshore. Go there and defend the portal while Halsin us ethe it to get Thaniel. This will remove the Shadow Curse, and the next time you talk to Halsin, he will officially join your team as a companion.
Level 1 Selections for Halsin Build

As soon as you recruit Halsin, you will get the option to select his class stats. However, you can’t change his race or background.
Race: Elf
Sub-race: Wood Elf
Class: Druid
Background: Outlander
Cantrips: Shilelagh (turns your club or staff into a magic whip and deals 4-11 Bludgeoning damage), Thorn Whip (deals 1d6 piercing damage and pulls the enemy towards you by 3m).
Skill Points: Strength 10, Dexterity 14, Constitution 15+1, Intelligence 8, Wisdom 14+2, Charisma 10.
With the above-mentioned selections, you will be able to unlock the following proficiencies.
Weapons: Clubs, daggers, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Spears, Longswords, Shortswords, Longbows, Shortbows.
Armor: Light Armor, Medium Armor, Shields
Skills: Athletics, Stealth, Nature, Animal Handling, Perception, Survival.
Level 2 Selections for Halsin Build

As soon as you reach level 2, your health will increase to 19 from 11. You will also get to choose your subclass, for which we recommend Circle of the Moon, to get the following abilities.
Lunar Mend: Spend spell slots to gain HP in the Wild Shape form.
Combat Wild Shape: Allows you to transform into a beast twice per short rest.
Wild Shape Bear: You can now transform into a bear that has a starting HP of 30, which increases for every two levels of Druid.
You can also prepare 5 spells at this point. We recommend the following ones.
Destroy or Create Water: Allows you to summon rain or destroy a body of water.
Ice Knife: Deals 1d10 piercing + 2d6 cold damage.
Longstrider: Increases the movement speed by 3m.
Thunderwave: Deals 2d8 Thunder damage and pushes away enemies.
Healing Word: Heals a creature with 1d4 + 3 HP.
Level 3 Selections for Halsin Build

Upon reaching level 3, your HP will increase to 27 from 19. At this point, you will also get another spell slot to prepare another spell. Level 2 spells also become available.
Spike Growth: Summons spikes on the ground that deal 2d4 piercing damage. Movement speed is halved.
Level 4 Selections for Halsin Build

Upon reaching level 4, your HP increases to 35 from 27. At this point, the first feat unlocks.
Wild Shape Deep Rothe: Assume the shape of a Deep Rothe that casts Dancing Lights on enemies and charges them. It has a starting HP of 23.
Wild Shape Dire Raven: Blinds your foes and has a starting HP of 13.
Cantrip: Poison Spray. This cantrip deals 1d12 poison damage to the enemies.
Spell: Hold Person. Holds a person in place who can’t move, act, or react. Any attack on them from within 3m is always a critical hit.
Feat: Alert. This feat gives a +5 bonus to your initiative, and you can’t be surprised.
Level 5 Selections for Halsin Build

Upon reaching level 5, your HP increases to 43 from 35. A new class action is also unlocked.
Wild Strike: Upon hitting the enemies unarmed while in the Wild Shape form, you make an additional attack.
Spell: Call Lightning. Deals 3d10 Lightning damage to all the enemies in range. For the next 10 turns, you can summon the lightning again without using a spell slot.
Level 6 Selections for Halsin Build

As soon as you reach level 6, your HP increases to 51 from 43. A new subclass feature is also unlocked.
Primal Strike: If an enemy has Resistance or Immunity against non-magic attacks, your attacks in Wild Shape form count as magic ones.
At this point, you get two more wild shapes.
Wild Shape Panther: Become a panther to prowl around invisibly.
Wild Shape Owlbear: Become an Owlbear who can Rapture the ground and become Enraged.
Sleet Storm: Summons a storm that disrupts the concentration of spellcasters, douses fire, and creates an ice surface.
Level 7 Selections for Halsin Build

At this point, your HP increases to 59 from 51. You will gain access to level 4 spells at this point.
Conjure Woodland Being: Conjure a dryad to fight alongside you. She can use Nature’s Step, Entangle enemies, and summon a Wood Woad.
Level 8 Selections for Halsin Build

The next big milestone, upon reaching level 8, your HP increases to 67 from 59. A new feat slot unlocks, and you also gain access to a new wild shape.
Wild Shape Saber-Toothed Tiger: This wild shape can shred the armor of enemies and restore your HP while doing so.
Spell: Ice Storm. Deals 2d8 bludgeoning + 4d6 ice damage to all the enemies in the surroundings.
Feat: Tavern Brawler. When you hit an enemy unarmed (wild shape attacks are considered unarmed), your Strength modifier is added twice to the damage and attack rolls.
Level 9 Selections for Halsin Build

Upon reaching level 9, your HP increases to 75 from 67. At this point, level 5 spells also become available.
Insect Plague: Deals 4d10 piercing damage via a group of insects. The affected area turns into difficult terrain, and enemies get a disadvantage on their perception checks.
Remove Ice Blade and replace it with the following spell.
Conjure Elemental: Summons an elemental that fights for you.
Level 10 Selections for Halsin Build

This level is considered the best one for Halsin’s best build due to a multitude of factors. Your HP will increase to 83 from 75. A new class feature is also unlocked.
Improved Wild Strike: Allows you to make two additional attacks upon using an unarmed strike on an enemy while you are in Wild Shape form.
You also gain access to a plethora of Wild Shapes, including Air Myrmidon, Earth Myrmidon, Fire Myrmidon, and Water Myrmidon.
You also get a free cantrip at this point and one more spell slot to add the Ice Knife back.
Level 11 Selections for Halsin Build

At level 11, your HP becomes 91, increased from the previous 83. At this point, we are going to multiclass our Druid with the Wizard.
You get to choose three cantrips as a reward.
Booming Blade: Deals 2-16 Thunder damage to the enemies when they move.
Fire Bolt: Deals 3d10 fire damage to the enemies.
Bone Chill: Deals 3d8 necrotic damage to the enemies, and undead enemies get a disadvantage on their attack rolls.
You also get 6 level 1 spells that you can prepare.
Mage Armor: Increases your armor class to 13 + Dexterity modifier.
Shield: Increases your Armor Class by 5 when you are about to be hit by an enemy’s attack. You also become immune to Magic Missile.
Chromatic Orb: Deals 3d8 Thunder damage and creates a surface on impact.
Magic Missile: Deals 3d4 + 3 force damage to the enemies.
False Life: Gives you temporary 7 HP.
Find Familiar: Summons a fey that takes the shape of your favorite familiar.
Level 12 Selections for Halsin Build

Upon reaching level 12, you will reach level 2 of the Wizard class. At this point, your HP will increase to 97 from 90, and you get to choose the subclass for your Wizard.
Subclass: Bladesinging. Invokes the bladesong. Increases Armor Class by +2 and movement speed by 3m. Also gives you an advantage on Acrobatics and a +2 advantage on Constitution Saving Throws.
For the Bladesinger’s Weapon, select the Scimitar. Learn the following spells.
Burning Hands: Deals 3d6 fire damage to the enemies. They still take half the damage upon a successful saving throw.
Grease: Covers the ground in grease, making enemies Prone.
This marks the end of the level upgrade journey for our best build for Halsin in Baldur’s Gate 3. However, to make this build complete, we still have to select the proper gear, accessories, and weapon.
Best Gear and Accessories for Halsin Build

Head: Warped Headband of Intellect. Set the Intelligence stat to 17. This item is a must-have for this build to work, as we will be needing Intelligence to cast spells with the Wizard multiclass.
Cloak: Cloak of Elemental Absorption. Absorb all elemental attacks and then take half damage on the next elemental attack. Also deals 1d6 damage of the same element on next attack. It only works once per long rest.
Armor: Armor of Moonbasking. This very rare light armor gives you temporary 22 HP while in Wild Shape form. You also take -1 damage as long as these temporary points are active. It also grants you 2 additional armor class and gives you an advantage against spell attack rolls.
Gloves: Wondrous Gloves. Increases armor Class by 1.
Boots: Disintegrating Night Walkers. You can’t be entangled, enwebbed, or ensnared. It also saves you from slipping on Ice and Grease. You will also get the Misty Step spell as a bonus.
Amulet: Amulet of Greater Health. Sets your Constitution to 23. You will also gain an advantage on Constitution Saving Throws.
Rings: Killer’s Sweetheart (upon killing a creature, your next attack roll will always be a critical hit. Can only be used once per long rest), Crusher’s Ring (increases movement speed by +3m).
Best Weapon for Halsin Build

For Halsin’s best companion build in Baldur’s Gate 3, we will be using a mix of ranged and melee attacks in addition to spellcasting. For this purpose, we will be using the following weapons.
Hellrider Longbow: Deals 1d8 + 3 piercing damage to the enemies. It also grants you a +3 bonus on Initiative Rolls, and you also get an advantage on perception ability checks.
There is a chance of inflicting Faerie Fire on an enemy once per turn. It also gives you +1 weapon enchantment.
For the melee weapon, go with the Staff of Spell Power. This very rare weapon has the following properties.
- Deals 1d8 bludgeoning damage
- +1 bonus to Spell Save D and Spell Attack Rolls
- +2 Weapon Enchantment
- The next spell you cast doesn’t cost a spell slot
- Can make the enemy fall on the ground, making them prone (weapon proficiency required)
With these weapons and spell selection, you can easily ruin any opponent. It also gives you the highest survival chance, and you can use Halsin as the main tank of your build.