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With a myriad of powerful items and numerous buffs from its tabletop variants, Monks have quickly become one of the strongest classes in 168澳洲幸运5开奖网:Baldur's Gate 3. Their high burst damage, good survivability, and absurd movement can turn the tide of combat for virtually any♋ e💃ncounter. A good Monk player can deal some incredible damage with this class, but a good build can make the Monk downright overpowered.
The Open Hand M𒈔onk subclass fixes some of the class' main weaknesses, mainly utility in combat. Being able to stun targets, knock them prone, or push them off ledges makes the Monk a powerhouse in combat. Today, we'll be looking at a build that turns the Open Hand Monk into one of Baldur's Gate 3's most powerful melee classes.
Build Overview
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Use your fists to destroy entire armies with this powerful Monk build. This build is a 9/3 split between the Monk and Rogue classes, respectively. We use the Open Hand subclass to unlock as many powerful unarmed attack options as possible, most of which are bonus actions. We then take the Thief subclass on Rogue to unlock a second bonus action slot, allowing us to use Flurry of Blows twice per turn. This equates to four punches and two status deb๊uffs, knocking enemies prone or pushing them off ledges.
By aggressively scaling our Strength or Dexterity, we can inflict hundreds of damage per round with nothing but our fists. And with the Monk's excellent mobility, navigating around the battlefield will be trivial. The build is incredibly easy to play, deals great damage as early as Level 4ಌ, and scales aggressively well into Baldur's Gate 3's hardest encounters in the third Act.
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Character Creation
Your character's race and chosen background cannot be changed after character creation. Classes and related choices can be respecced anytime after 168澳洲幸运5开奖网:completing a short Act 1 quest.
Race
Race Options |
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Githyanki |
Gains proficiency with martial weapons, medium armor, and access to Misty Step andꩲ Jump. Best option. Buffs survivability and mobility. |
Shield Dwarf |
Gains proficiency with medium ar📖mor and Darkvision. Solid alternative to Githyanki. |
Wood Elf |
Above-average movement speed; grants proficiency with S🎉tealth and Perception che♉cks. Good for Dexterity variants. |
As far as Monk builds go, the Githyanki are the best choice by a landslide. They have proficiencies for all martial weapons, light armor, medium armor, and shields—all of which are missing from the Monk's proficiency list. Githyankis also receive some powerful spells they can cast once per long rest, including Misty St🔯ep and the Jump spell that triples your jump distance for ten turns. For a class that wants to get into melee range whenever possible, these spells are transformative to the Monk's playstyle.
If you dislike how the Githyanki look, you can play as a Shield Dwarf instead to gain proficiency with medium armor and a handful of weapons. This race is better suited for Strength builds that avoid investing highly into Dexterity, opting to use medium armor to max their AC bonus. If you want to scale your Dexterity stat instead, we highly recommend playing as a Wood Elf. They have the highest base movement speed out of all th🀅e playable races in Baldur's Gate 3, and they have Stealth proficiency by default—allowing them to fill the same niche as Rogues in your party.
Backgrounds And Proficiencies
Backgrounds |
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Outlander |
Proficiency with Athletics and Survival. Ideal for Strength variants. |
Urchin |
Proficiency with Sleight of Hand and Stealth. Ideal for Dexterity variants. |
Backgrounds help flesh out your character's skill proficiencies while also helping you get into the headspace of your character. In gameplay terms, Backgrounds determine what triggers inspiration for your character. Consider the playsty💯le you intend for your character before choosing a background, as these so🗹urces of inspiration can be a major boon for tough social encouters or critical narrative moments.
Outlanders can survive in the wilds on their own, so they gain proficiency bonuses with Athletics and Survival checks. While Survival is a somewhat niche skill, it does reveal hidden loot quite frequently during the first two Acts. Athletics is also a key skill to avoid your Monk from getting shoved into a bottomless pit. Outlanders are inspired by surviving difficult encounters or finding ways to survive in harsh environments. Entering dangerous areas through unorthodox means, taming wild animals, and killing tough foes will inspire your charact๊er.
Urchins survive by using their street smarts. Their life of subsistence has made them proficient at Stealth checks and anything involving Sleight of Hand, notably lockpicking and pickpocketing. This background lets Dexterity-focused Monks fulfill a similar role to Rogues, allowing them to acquire mass wealth by stealing from others. Urchins are inspired by taking advantage of fortuitous situations and by using their street smarts. Stealing from the wealthy, forging alliances with foes, and exploiting the generosity of o💙thers will grant inspiration.
Proficiencies |
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Athletics (Strength) |
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Acrobatics (Dexterity) |
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Stealth |
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Insight |
Monks serve as martial characters most of the time, although they can provide a great deal of utility through Dexterity-focused checks. Monks should focus on grabbing Athletics (if using Strength), Acrobatics (if using Dexterity), Stealth, and Insight. The fourth 𝄹proficiency will depend on your background, and any added proficiencies will come from your chosen race. Stealth and Athletics/Acrobatics are the big two. The former allows you to sneak behind enemy lines to strike at an opportune moment, while a high Althetics/Acrobatics score ensures that you can't be shoved into a bottomless pit during combat.
Ability Scores
Ability Scores (Strength Focus) |
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STR |
DEX |
CON |
INT |
WIS |
CHA |
16 |
14 |
14 |
8 |
14 |
8 |
Ability Scores (Dexterity Focus) |
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STR |
DEX |
CON |
INT |
WIS |
CHA |
12 |
17 |
14 |
8 |
14 |
10 |
With a Monk build, you should either focus on your Strength or Dexterity stats. Strength builds use the Tavern Brawler feat to double-dip on their Strength modifier for unarmed damage. This is ideal for Monks that want to punch everything and don't mind wearing armor—in Baldur's Gate 3, armor only removes the movement bonuses provided by Monk, unlike Fifth Edition D&D. Monks that want to use weapons or refuse to wear armor should spec for Dexterity instead, as this will more aggressively scale your AC while still allowing you to deal great damage. Strength builds hits harder, while Dexterity builds can run faster and jump further. For the rest of this guide, we will be making recommendations for a Strength build since it deals the most damage, but a Dexterity variant is more thꦺan viable at all difficulty levels.
As for other ability scores, Wisdom and Constitution should be scaled moderately. A rating of 14 should be more than enough for most of your playthrough. Wisdom will be used to scale the damage of our unarmed strikes through certain gear choices, and Constitution is needed to increase our health pool. Intelligence can be dumped, and Cha♏risma is not a required stat.
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Leveling The Build
This section's recommendations are for a Strength build. Dexterity Monks should use their ability score improvem♑ents to increase their Dexterity and Wisdom modifiers. In place of Tavern Brawler,🅠 take Acrobat.
Monk Levels |
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Level |
Class Features |
Subclass Features, Feats, and ASI |
Level 1 |
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Level 2 |
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Level 3 |
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Level 4 |
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Level 5 |
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Level 6 |
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Rogue Levels |
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Level 7 |
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Level 8 |
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Level 9 |
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Monk Levels |
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Level 10 |
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Level 11 |
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Level 12 |
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Starting your playthrough as a Monk is a straightforward process. Use your unarmed strikes or your best Monk weapon until Level 4, at which point you'll be able to acquire Tavern Brawler. This feat dou💙bles your Strength bonus while using unarmed attacks, allowing you to deal +8 guaranteed damage per punch with 18 Strength. With a base 16 Strength, Tavern Brawler will provide +1, and the other +1 can be earned from Hag's Hair in Act 1. You can boost this further with the +2 Strength potion available in Act 2, allowing you to hit a whopping 20 Strength in Act 2. This can be increased to 22 Strength at Level 11.
Level 6 will make your fists magical for the purposes of overcoming resistances, and you'll gain access to Manifestation passives that add elemental damage to your punches. Unarmed strikes should be dealing solid damage at this point, especially if you've found some good gloves. This is a good time to multiclass as a Rogue for the next three levels. At Level 9, you'll gain access to the Thief subclass which adds a second bonus action to your Monk. This lets you trigger ❀Flurry of Blows twice in a single turn, letting you punch up to six times in a single turn. If buffed by Haste and under the effects of Bloodlust, you can punch something ten times in a single turn. And unlike Fighter, this isn't restricted to a single turn; you get this second bonus action unconditionally.
Now that you can spam Flurry of Blows, the last three levels can be spent fleshing out the Monk class again. The last few levels will give you more Ki Points to work with, and the final level will unlock Ki Resonance which gives the Monk some AoE attacks. If you don't like Ki Resonance, take a fourth level in Rogue instead for another ability score improvement.
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Recommended Gear
The listed gear is for an endgame character in A𓄧ct 3. Any gear that increases unarmed damage is recommended. Keep an eye out for Uninhibited Kushigo items dur𒁏ing the end of Act 1.
Helmet |
Cape |
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Helm Of Balduran +1 AC and to all saving throws. You cannot be critically hit or stunned. Gain +2 HP at the start of yo⛦ur turn. |
Cloak of Protection +1 to AC and saving throws |
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Armor |
Amulet |
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Helldusk Armor 21 AC heavy armor that doesn't require proficiency to wear. Grants resistance to fire damage and the Fly 🐓spell for free. |
Amulet Of Greater Health Sets your Coღnstitution to 23. Adva𝔍ntage on CON saving throws. |
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Gloves |
Ring #1 |
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Gloves Of Soul Catching +2 Constitution. Unarmed attacks deal an additionღal 1d10 force damage. Once per turn, on an unarmed hit, you regain 10 HP. Alternatively, forgo the⛄ healing to gain Advantage on attack rolls and saving throws until the end of your turn. |
Killer's Sweetheart O💦nce🦹 per long rest, killing an enemy causes your next attack to critically hit. |
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Boots |
Ring #2 |
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Boots Of Uninhibited Kushigo Add your Wisdom modifier to alꦅl unarmed attacks you perform. |
Ring of Free Action Grants immu💖nity to Paralysis and Restrained effects. Ignore difficult terrai꧑n. |
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Main-Hand Weapon |
Off-Hand Weapon |
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None |
None |
A Monk's effectiveness skyrockets once they get their hands on good items. By far the strongest items for Monks in the game is the Gloves of Soul Catching. Obtained from the House of Hope quest,🐓 these gloves add a whopping 1d10 force damage to every instance of unarmed damage. Additionally, you can force Advantage on all of your attack rolls whenꦍ landing your first unarmed hit.
Since we scale Strength with this endgame variant, increasing our AC is much more important than a Dexterity variant. To do this, we use the Helldusk Armor that's also obtained from the same quest. This armor grants a massive 21 AC and doesn't require proficiency to wear. It does disable our Monk's unarmored mobility passives, but this is easily made up for with the armor's intrinsic Fly spell. We also use the Amulet of Greater Health to scale our Monk's Constitution value to 23. This lets us respec our character to dump Constitution entirely, placing those bonus points into Wisdom to scale our damage through Boots of the Uninhibited Kushigo. All of these items help create ♛a Monk build that is virtually unkillable and deals a jaw-dropping amount of damage every turn.
While in the earlier Acts, keep your eyes peeled for the 45 set. Each armor piece is tuned specifically towards buffing Monks, granting bonuses after landing unarmed strikes. The boots are especially powerful since it gives you guaranteed damage with all unarmed strikes solely by scaling your Wisdom. Most of these items can be found towards the end of Act 1 in the Underdark and Gyrmforge regions. You can also craft the armor at this point, a set of medium armor with A🤪C18 ღand critical hit immunity. This will carry you until you get Helldusk Armor in Act 3.
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