You’re wandering through the Rosymorn Monastery, probably annoyed by some Gremishkas or wondering why the Kobolds are drunk on Firewine, and you see it. A faint glow through the floorboards. That’s the Blood of Lathander, and honestly, if you leave the Mountain Pass without it, you’re basically playing Baldur’s Gate 3 on hard mode for no reason.
It’s a mace. But it’s not just a mace. It’s a legendary +3 morningstar that feels like Larian Studios accidentally gave us an endgame nuke at level five. If you’ve spent any time in the Shadow-Cursed Lands, you know that place is a nightmare of darkness and necrotic chip damage. This weapon changes that. It doesn't just hit things; it shines. Literally.
Getting the Blood of Lathander is a massive trap if you’re lazy
Most players find the secret door behind the statues in the Inquisitor’s chamber and think they’ve won. You rotate the statues—one north, one south—and walk into the secret chamber. Easy, right? Except the game is actively trying to bait you into blowing up the entire building.
If you just grab the mace off the altar, the Solar Lance activates. You’ve got four turns to break the energy crystals or get vaporized. Unless you’re playing a "burn it all down" run for the memes (which, to be fair, Astarion’s reaction to getting blown up is gold), you want to do this the right way.
You need the Dawnmaster’s Crest.
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Don't skip the stained glass puzzle
To get that crest, you’ve got to find the four ceremonial weapons scattered around the monastery. There’s a longsword, a battleaxe, a warhammer, and a mace. You toss them onto the glowing pedestals in the room with the stained-glass floor. Most people get stuck because they think they need the actual ceremonial weapons. You don’t. You can literally use any rusty version of those weapon types, and the game will count it. It’s a weird quirk, but it works. Once you get the crest, you slot it into the mechanism behind the mace, and you can walk away with the prize without the monastery becoming a crater.
Why this weapon breaks the Shadow-Cursed Lands
The Blood of Lathander isn't just about the raw damage numbers, though a +3 bonus that early in the game is absurd. It’s about the "Lathander’s Blessing" and "Lathander’s Light" passives.
Lathander’s Light is a constant 6-meter aura of holy radiance. In Act 2, almost every enemy is an undead or a creature of shadow. When they step into your light, they have to make a Constitution save or be blinded. A blinded enemy has disadvantage on attack rolls, and you have advantage against them. You’re essentially walking around with a permanent debuff field that makes your Paladin or Cleric untouchable.
Then there’s the Sunbeam spell.
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Usually, a 6th-level spell like Sunbeam is something you don't see until you're deep into Act 3. This mace lets you cast it once per Long Rest. It’s a massive line of radiant damage that hits like a freight train and, again, blinds everything it touches. It’s the ultimate "delete button" for those annoying encounters with the shadows outside Last Light Inn.
The safety net you didn't know you needed
We’ve all had those fights where a stray critical hit downs your healer. Lathander’s Blessing is the insurance policy for that exact scenario. Once per Long Rest, if your HP hits zero, you don't die. You pop back up with 2 to 12 HP, and your nearby allies get a small heal too. It has saved more Honor Mode runs than almost any other item in the game. It’s the difference between a "Game Over" screen and a clutch victory.
Who should actually carry it?
Shadowheart is the obvious choice. It fits the vibe, and she needs the accuracy boost. But if you’re running a Paladin—specifically an Oath of Devotion or Oath of Ancients—this thing is terrifying.
Pair it with the Luminous Armour found in the Selûnite Outpost in the Underdark. The armor creates a "Radiating Shockwave" whenever you deal radiant damage. Since the mace deals radiant damage and the Sunbeam is pure radiance, you end up stacking "Radiating Orb" debuffs on everyone. Enemies end up with a -5 or -10 to their attack rolls. They literally cannot hit you. It's broken. It's beautiful.
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A few things the Wiki doesn't tell you
There’s a bit of a misconception that you have to be a "good" character to use it. Lathander is a god of the sun and birth, but the mace doesn't care about your alignment. Even a dark Urge character can wield the light.
Also, keep an eye on the "Sunbeam" pathing. Because it’s a line spell, it can sometimes get snagged on tiny pieces of terrain or stairs. If you're fighting on the vertical layers of the Gauntlet of Shar, make sure your path is clear before you waste your one big charge.
Another tip? Don't forget it has a +3 Enchantment. That means it ignores the physical resistance of many early-game bosses. Grym, the big mechanical protector in the Adamantine Forge? This mace can actually put a dent in him if you’re tired of using the hammer.
Practical steps for your current playthrough
If you're currently in Act 1 or just starting Act 2, stop what you're doing and head to the Mountain Pass. Even if you've already progressed to the Shadow-Cursed Lands, you can fast-travel back as long as you haven't entered the Shadowfell (the point of no return at the end of the Gauntlet of Shar).
- Head to the Rosymorn Monastery (X: 18, Y: 22).
- Complete the Stained Glass Puzzle to get the Dawnmaster’s Crest. It’s on the top floor.
- Reach the Inquisitor's Chamber in the Creche.
- Turn the statues: The left one (West) should face South, and the right one (East) should face East. If the left one is stuck, hit it with a bottle of grease or a Grease spell. Seriously.
- Proceed through the secret hallway, disable the light barriers by destroying the blue crystals, and insert the Crest into the mace's pedestal.
This is arguably the most impactful item acquisition in the first 40 hours of Baldur's Gate 3. It transforms the most atmospheric and difficult section of the game into a victory lap. Use it to blind the shadows, blast the cultists, and keep your party standing when things get messy.