The Sacred StarVery Rare 4~14 Damage 1d8+2Piercing |
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Radiant Strike: On a hit, inflict 1 turn of Radiating Orb upon the target. Sanctified Weapon: Undead creatures struck by this weapon are possibly Turned. Weapon Enchantment +2 Main Hand Only |
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Proficiency with this weapon type unlocks: The power of this item lies in belief, though not in any god. This item believes that it‘s very good at hitting things, so it is. Belief is quite powerful when it routes to violence. |
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1.8 770 |
The Sacred Star is one of the Morningstar Weapons in Baldur's Gate 3. In BG3, each type of weapon has different ranges, damages, and other features (Finesse, Versatile, Dippable, etc.). Characters need to master certain Proficiency before using a weapon, and sometimes gain special Actions while holding it.
The power of this item lies in belief, though not in any god. This item believes that it‘s very good at hitting things, so it is. Belief is quite powerful when it routes to violence.
BG3 The Sacred Star Information
- 1d8+4Piercing +1d4Radiant
- Radiant Strike: On a hit, inflict 1 turn of Radiating Orb upon the target.
- Sanctified Weapon: Undead creatures struck by this weapon are possibly Turned. (Static DC: 13, not influenced by stats)
- Weapon Enchantment +2
- Tenacity: When you miss an attack, you deal 2 Bludgeoning damage anyway.
- Proficiency with this weapon type unlocks:
- Dawnburst Strike: Deal additional Radiant damage equal to your Proficiency Bonus. On a hit, light erupts around you in an area. Enemies in the light must succeed a DC 13 Constitution Saving Throw or be Blinded.
- Range: 1.5m
BG3 The Sacred Star Location & Where to Find
- Location: Stormshore Tabernacle
- Quest:
- Crafting:
- Merchant: Vicar Humbletoes
- Dropped by:
The Sacred Star Notes & Tips for BG3
- Rarity: Very Rare
- Value: 770 Gp.
- Weight: 1.8 Kg.
- Anonymous
- Anonymous
Dual wielding this with a Deep delver in off hand, war pick and morning star (makes total sense) sleeper weapons but crazy unfair dmg output with bhaalist armor
- Anonymous
Despite there being less undead enemies to fight in act 3 this is still a killer weapon for a character that prefers to sword-and-board, especially with the duelist fighting style. Basically an upgrade to the blood of lathander against a wider variety of enemies in all ways but hit chance, it has better max damage, a great unique attack and passive abilities, damages on miss, adds 1d4 radiant, and is still especially harmful to undead if you encounter them. Combine with the ring that grant +2 damage to illuminated foes for yet more damage.
- Anonymous
This weapon seems to bug out cleric's "Destroy Undead" passive, it will trigger 3-6 separate instances of 4d6, absolutely annihilating undead when the Turn debuff procs.
Reason why i'm claiming it's a bug, because I tried using the actual "Turn Undead" class action they have and when it landed, only a singular instance of the 4d6 procced.
- Anonymous
- Anonymous
There is a bug where the dawnburst unique attack will blind allies as well as enemies.
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