Look, we’ve all been there. You see a glowing legendary mace sitting on a pedestal, and your RPG instincts scream at you to just grab it. In Baldur’s Gate 3, that specific impulse usually ends with a giant solar lance obliterating the Rosymorn Monastery while Astarion screams about the power of the sun. Honestly, it’s a classic gaming moment, but it’s also a great way to lose a bunch of vendors and quest lines in Act 1.
The Blood of Lathander isn't just a shiny stick. It’s arguably the best weapon for Shadowheart (or any Cleric) until the tail end of the game. It blinds undead just by standing near them. It lets you fire a literal Sunbeam once per long rest. It even brings you back to life if you drop to zero HP. But getting it without turning the mountain pass into a crater requires a bit of legwork—or some very specific "alternative" methods if you're feeling lazy.
Finding the Dawnmaster’s Crest (The "Right" Way)
Most people miss the crest because it’s tucked away in a puzzle room that looks like flavor text but is actually a mechanical lock. You’ll find this on the upper floor of the Rosymorn Monastery. There's a room with a massive stained-glass floor depicting four Dawnmasters. Around it are four pedestals.
One already has a longsword on it. You need to find the other three:
- Ceremonial Warhammer: This one is on the roof. You’ll have to fight some giant eagles (or talk your way through if you have Animal Speaking). It’s sitting right in their nest.
- Ceremonial Battleaxe: This is behind a glowing door guarded by a Guardian of Faith. You don't necessarily have to kill him, but he’s not going to let you just walk out with the axe.
- Ceremonial Mace: A bunch of drunk Kobolds are hanging out in the monastery's lower levels. One of them has the mace. Kill him or pickpocket it; he's too hammered to care.
Pro-tip: You don't actually need the "Ceremonial" versions. Any non-magical weapon of the same type works. If you've got a random rusty mace in your inventory, toss it on the altar. It’ll glow all the same. Once all four are placed, a secret wall opens up, and you get the Dawnmaster’s Crest. Keep this. Do not sell it. Do not lose it.
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Cracking the Statue Puzzle in the Inquisitor’s Chamber
After you’ve dealt with the Githyanki Inquisitor—which is a whole different headache—don't leave the room. Head to the western alcove. You’ll see two statues.
The one on the right needs to face East (the rising sun). The one on the left needs to face West (the setting sun).
The problem? The left statue is almost always stuck. You can pass an Athletics check to force it, but if you fail, don't worry. Just throw a bottle of Grease at it or hit it once with a low-damage attack. It’ll unstick, you can rotate it, and the wall will slide open to reveal the secret path.
Navigating the Secret Chamber
This part is a series of light barriers and traps. You basically just need to play "find the crystal."
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- First barrier: Look up and to the left. There's a blue crystal. Shoot it with a bow or an Eldritch Blast.
- Second barrier: This one is trickier because of the "Dawnbreaker" traps that push you off the ledge. Go around the left side, jump across the rocks, and find the crystal hidden behind the pillar.
- Third barrier: Look down over the cliff edge on the right. The crystal is tucked away in the shadows below the platform.
Once you’re through, you’ll see the mace.
The Choice: The Crest or the Nuke?
When you click on the pedestal for The Blood of Lathander, you’ll see a slot. If you have the Dawnmaster’s Crest, put it in. The mace lowers, you pick it up, and everyone is happy.
If you don't have the crest, you can still take it. But the "Solar Lance" will activate. You’ll have four turns to either destroy the four energy crystals powering the machine or get your entire party out of the monastery's "blast zone."
If you fail? Total party kill. Game over. Except for the hilarious cutscene where a revived Astarion complains about being "killed by the sun."
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Why This Mace Breaks the Game (In a Good Way)
The stats are kind of ridiculous for an Act 1 item. It’s a +3 mace. In D&D terms, a +3 weapon usually doesn't show up until level 12 or higher.
Lathander’s Light is the real MVP. It creates a 6m aura of holy light. Any undead or fiend caught in it must pass a save or be Blinded. Since Act 2 is almost entirely undead, Shadowheart basically becomes an untouchable god just by holding this thing.
Then there’s Lathander’s Blessing. If the wielder drops to 0 HP, they immediately regain 2d6 HP, and nearby allies get 1d6. It’s a literal get-out-of-jail-free card that resets every long rest.
Actionable Next Steps
- Check your inventory: If you’re already at the Creche, see if you accidentally picked up the "Strange Chunk of Amber"—that’s a fake. You need the actual Crest from the stained-glass room.
- Stock up on Grease: If you’re headed to the Inquisitor now, bring a grease bottle for that stuck statue. It saves a lot of frustration.
- Equip it on a Cleric: As soon as you get the mace, give it to whoever has the highest AC. The blinding aura works best when the wielder is standing right in the middle of the enemy pack.