TL;DR To build an effective monk in Baldur's Gate 3, consider multiclassing with Rogue for additional actions, focus on Dexterity and Wisdom for traditional builds, or Strength for a Tavern Brawler build. Utilize elixirs and specific gear to enhance your abilities.
Multiclassing Options
One of the most popular strategies for building a monk involves multiclassing with Rogue, specifically the Thief subclass. This combination provides additional bonus actions, allowing for more attacks per turn, which is crucial for maximizing damage output [1:1],
[4:2]. Another option is a mix with Fighter for Action Surge, providing an extra action during combat
[4:6].
Stat Prioritization
For a classic monk build, prioritize Dexterity and Wisdom, as these stats contribute to your unarmored defense and overall effectiveness in combat [3:1]. If you are aiming for a Tavern Brawler build, focus on Strength and Constitution, utilizing heavy armor and shields to maximize your damage potential
[3:2]. Some players suggest starting with Dexterity for early game benefits and respec to Strength once you have access to the Tavern Brawler feat
[3:6].
Subclass Choices
The Open Hand Monk is considered one of the strongest melee builds due to its powerful unarmed strikes and ki abilities [1:3]. For those interested in incorporating magic, the Way of the Four Elements Monk offers elemental attacks reminiscent of ki blasts
[1:7],
[2:5]. Each subclass has unique strengths, so choose based on your preferred playstyle.
Gear and Elixirs
Utilizing specific gear can significantly enhance your monk's capabilities. Items like Armor of Persistence, Sentinel's Shield, and Hellrider's Longbow can provide substantial bonuses to your AC and overall survivability [2:2]. Additionally, using elixirs such as Hill Giant Strength can temporarily boost your Strength, making it easier to deal significant damage
[4:3].
Feats and Abilities
The Tavern Brawler feat is highly recommended for monks focusing on unarmed combat, as it adds your Strength modifier again to attack and damage rolls [4:10]. It's essential to balance your feats and ability score increases to optimize your character's performance in both offense and defense.
In conclusion, the best monk build in Baldur's Gate 3 depends on your playstyle preferences, whether you want to focus on raw melee power, incorporate magical elements, or achieve a balance between the two. Multiclassing, stat prioritization, and strategic use of gear and elixirs are key components to creating a formidable monk.
Wanting to do a monk play through next and was wondering if Monk/Hunter Monk/EK or Monk/Sorcerer would be better? Mostly melee with maybe some AOE magic is the goal. Don’t want to be a thrower. Heard 4e monk isn’t that good?
Just become the avatar.
I thought of that, people keep saying you lose your ki points too quickly. Playing as a dual wielding PoB warlock rogue now and I want something different next time. Wanted to try monk paladin but it’s not optimal
I mean just use the tavern brawler monk build and literally punch gods to death lol. Experience what it actually means to be OP
That’s mostly for OH monk right?
Yep. If you want to use magic then way of the four elements is the one you want. But OH monk is probably the strongest melee build in the game
OH 6 / light cleric 6 is a good one. You get medium armor and shield and can use radiating orb gear to debuff enemies, plus a very strong AOE radiant damage attack twice per short rest and Spirit Guardians.
4e is just as good if not better than OH until level 6 when OH gets manifests and even then I’m inclined to say it’s not that far behind. You can play it just like OH 8/4 thief, or for more magical vibe play it 5/7 spore Druid split for 4th level flame blade. Pyroquickness hat triggers off flame blade attacks, your usual turn goes: fire snake > flurry > flame blade attack > flurry/ bonus unarmed strike depending on Ki.
Hey, I think making Monk and making it effective revolves around one multiclass - Rogue. Then it's either Thief or Assassin. I am a proponent of Thief, especially as you do not want to miss some interesting dialogues.
Thief is by far the most optimal option as your bonus action in the late game will result in 50-100 bonus damage with the correct setup. Assassin criticals are great, but again, this requires you to always start combat from surprise.
I would like to share the builds I have made for this class
Open Hand Monk Build - The strongest option by majority opinion. Flurries give you additional control like stagger, prone, and push. Moreover, at level 6, you add additional elemental damage based on spellcasting modifier. This build shines with Tavern Brawler and Strength Elixirs, due to MAD. So if you want to bash stuff this is for you.
Four Elements Monk - This is an interesting one. It's not better than Open Hand, but it gives a nice feeling of Avatar, with all elemental control. You can do basic attacks using Fire Strike for additional 1d10 fire damage. Moreover, you can do some tricks with Create Water (from a Cleric or Storm Sorcerer) and apply some good damage with Chill of the Mountain.
Shadow Monk build - okay this one surprised me. I spent the most time making it, and it feels very authentic. This build can become invisible at will and use both weapon attacks and flurries. Its main damage will come from flurries via bonus action. Action will be used to constantly become invisible and break enemy AI. In Act 3 you can even have 3 bonus actions, for some huge damage.
Feel free to ask any questions if anything is unclear.
I’d love it to be open handed but not it’s fine, I’m looking for basically an ultra instinct Goku, or Goku in general, so fast multiple attacks and a high miss/dodge ability
6 Open Hand Monk 4 Thief, 2 Fighter.
Wear Armor of Persistence, Sentinel's Shield, Hellrider's Longbow, and Helmet of Grit.
Feats +2 Strength asi and Tavern Brawler.
This gives gives 4 Bonus actions (Base, Helmet of Grit, Thief, Wholeness of body)
2 main actions +action Surge + Bloodlust Elixir + potion of Speed.
24 AC for your dodging needs through Armor of Persistence, Cloak of protection, Ring of Protection and Sentinel's Shield.
5 thief for uncanny dodge, 5 OH Monk for monk and 2 fighter for surge aka kaioken
If you are not getting to level 6, there is no point going OH. You would be better off going with 4E for fangs of the fire snake. Some of those 4E moves are more remniscent of ki blasts etc.
I'm not worried about class min-maxing, just looking at what OP's trying to do. He's looking for a fast and agile character that hits quick and dodges attacks
You want high AC for high dodge. YouTube "high AC BG3 Monk" and there should be some builds.
And probably get at least 3 divination wizard to get mirror image, blur, and Kamehameha, I mean scorch ray.
I'm debating going fighter first for the armor and shield use. Definitely going strength for tavern brawler.
It really depends on what sort of build you want. Traditional monk I would start with 17 dex, 16 wis, and 15 con, bumping con and dex by 1 at level 4.
If you want to use tavern brawler and plan to use heavy armor and shield, obviously you want strength. This is not a usual monk build, but in BG3 it can become extremely powerful. If you want to use stunning strike or otherwise want a good DC, you will also want wisdom. If you just want damage, I would go 17 str, 16 con, so that tavern brawler gets you to 18 strength.
Start with a Dex based monk. Then when you hit about lvl 5 you can respec and swap to strength and take Tavern Brawler. That way you can benefit from that early game AC bonus without decent armor. By 5, you'll have more options, and the build can come online (more options like the Gloves of 18 Dex)
Sorry to necro this, but would you mind explaining what you mean by the build coming online? I've seen it in some other build recommendations as well, but I have no idea
Monks are insanely strong even without tavern brawler, so tavern brawler risks trivialising the game. If you aren’t respeccing start with Fighter and go str 17, dex 14, con 12, int 8, wis 14, cha 10. Use medium armour and a shield then monk up to 7 then rogue to 10 for thief, fighter 11 for action surge, thief last for the feat. Alternatively when you get a certain piece of armour you could spec out of fighter.
Which armor piece and where is it?
End game armour >!Helldusk Armour from House of Hope!<
I haven’t tried the build yet but
Common monks benefit from dex and wis for unarmoured AC and speed
The onepunch man strength build with tavern brawler isn’t available until you get your feat so taking a strength build right from the beginning makes you struggle at the beginning compared to respec’ing it later once you’re levelled enough I think
17 str/12 dex/14 con/8 int/14 wis/10 cha
You can drop some dex once you get good heavy armor if you want.
Question: For a strength build can you not just focus on dex and con and use elixirs for strength and later on >!Gauntless of Hill Giant Strength !< or is that just being silly?
Strength
Yes you can and this is one of the recommended strategies. However, when I feel dependent on a potion while playing, I get very nervous, so I don't use it.
Thats what I was thinking. Number of times in my last playthrough I felt I needed the Collosal potion tbh. I didnt but I felt I did and that was bad enough.
Classic monk
dump strength, int, Charisma and go Dex>wis>Con.
One trick tavern brawler monk
dump int and charisma and go strength > Con > Wis/dex.
Level 10 almost 11 monk on my first playthrough with some buddies. Started as a caster (wizard/druid, swapped around a lot) but im loving monk so far. How should i be building it? I am using the subclass that allows buffed unarmed attacks. What is the best way for me to succeed? We are in early act 3.
If you're trying to min/max, the absolute best monk build is gonna be 9 open hand monk and 3 thief. There are some arguments for 8 monk and 4 thief so you get an extra feat, but I really like ki resonance blast (which you get at open hand 9)
If you go OH Monk, Str elixirs are essential, like one guy already said, but don't overlook your Wis. Your passive, unarmoured defense, scales with Wis, as well as your passive punch buffs, the radiant/necrotic/psychic one. You also get boots that give your Wis modifier to each punch at the end of Act 2. So, as soon as you get lvl 6 monk and open the passive punch, respec, dump Str because you're using elixirs, and take ASI to round out Wis and Dex. TB rounds out Con. Careful not to use ANY armour for the passive. If enemies are suddenly focusing you, you probably equipped a piece, cause your AC goes way down. There are many good Clothings, so it wont be a problem.
What kind of Monk? No matter the monk, Tavern Brawler feat is pretty amazing as it adds your Str to attack and damage rolls... Again.
If it's an Open Hand Monk, then you've a few options. I'm fond of Monk 8/Thief Rogue 4 to get all 3 feats and an extra bonus action for more punches. Others will argue for Monk 7/Thief 3/Fighter 2 for Action Surge, but I like my feats.
I heard of Monk 9/ Thief Rogue 3. Because Monk feature at level 9 is supposedly better then a feat.
I haven't tried yet.
This is the advice I was about to provide. Level 9 WotOH Monk gains Resonating Fist which is going to be better than any feat. The Basic Resonating Strike attack doesn't cost any Ki so you can equip the Club of Hill Giant Strength and be able to punch with your Action: Attacks.
Tavern Brawler is not pretty amazing no matter the monk. While all monks CAN make unarmed attacks, open hand monks are the ones who benefit the most from them.
Shadow Monks are better off just using weapons (like the shadow blade) and not using tavern brawler.
4 elements can make use of tavern brawler just like open hand, but it can also avoid it completely and make use of weapons instead to a very solid effect.
Doesn't shadowmonk still need to make unarmed strikes with bonus actions?
I think it's the ability to take an extra action that people do 2 levels in fighter, isn't it?
Max strength and get the tavern brawler feat. You'll be hitting like a truck. Get anything that allows your unarmed strikes to deal additional damage. Other than that, punch them in the face.
Counter-point, dump strength to pump Dex and Wis for AC and/or Con for HP and live off Hill or Cloud Giant Strength elixirs
Definitely boost wisdom. Helps increase damage.
8/4 OH TB Monk
What is the best monk build and how to distribute your points?
Iirc, the monk build usually has two options.
The first option is you go for damage reflection, in which case you go for equipment that allows you to get damage reflect(e.g. curse of blood, spiked gauntlets, spiked shield, etc.). You should maximise your health for this build, so likely buy heavy armour and get as much constitution as you can.
The other option is going for a pure tank build. This build also relies on maxing out your health, i.e. heavy armour and high constitution. However, instead of damage reflection, you want to get as much health regeneration as possible. There's a few ways to do this: 20 constitution+ 20 wisdom will give you 2 stability(3 Regen/second). A few relics give you Regen that scales with max health, and the ancient elixir quest gives you a similar ability. There's also the well-built trait, which gives you +1 stability when it awakens, or the wild trait, which gives you +1 regeneration when awakened.(Note that Regen caps at 3 stacks though).
You sure about the 3 stack cap on regen? Went for it only once, but got 5 regen for 7,5%/second, and pretty sure it increased past 3
Oh, really? Mb, I was taking the stat cap from the wiki, but ig I misread it then. 5 Regen is massive tho, must have been a busted build
I'm currently running a freeze build with ice strike and tempest bell as my main damage, and using hand of chayula with hypothermia and freezing mark. I've been enjoying it so far, but I'm curious as to what other builds I could try.
Tempest fury + charged staff + bell + freez on cast with profane ritual + ghost + herald of lightning + siphoning strike. Melts bosses under a minute.
Interesting, so is it a mix of lighting and ice?
It’s lightning but with 2 support skills on tempest fury and a little additional cold dmg on staff you get insane dmg with lightning and benefit of freez. Very useful on bosses with bell when you can freeze boss and melt him in 30s to 60 seconds. / lvl 62 currently cruel act 3 /
Edit:
Forgot to add there is herbals of lightning as well
I've built a luck based lighting Acolyte monk
Lots of crit chance, Redflare Conduit Anchorite Garb, the Acolyte luck based node, and then everything else into damage
I might have to try that out, I’m currently using invoker.
Hey, I have played this game a little bit here and there, never really anything serious tho and was wondering if there was a Monk (BG3) type build.
Unarmed or bo staff, lots of melee hits, a bit of tankiness, movement abilities etc
I think the closest is fist judgment paladin, or cinder strike gloves rogue. The rogue will be incredibly squishy, and the judgment paladin's visual fantasy is way off.
No sorry. My favourite unarmed style combat is in Nioh 2, which is a 3rd person arpg soulslike mix and if you want the isometric camera, Poe 2's monk is quite fun and satisfying to play too.
Im so excited and eagerly awaiting Nioh 3! Nioh2 was one of the very few games I replayed in full.
Falconer with unarmed Falcon Fists is all I got.
LE doesn't have anything close in themes/fantasy, and when it comes to melee in general, most melee skills don't look or feel like actual melee attacks. More like spells that cover half of your screen in particles and involve limply waving your weapon vaguely in the direction of mobs.
Shuriken Rogue uses a bo staff for leveling but eventually swaps to daggers. No unarmed afaik
Hey so I am level 5. I was a barb but its not really my playstyle. I like melee dps, but I just like the monk better and watching videos I see some animations where his hand glow and he does a melee attack. Overall I just like it better. I saw that there is a strength monk with tavern brawler but I have not been able to find a proper build. I do not want to use a shield, but I do not mind using medium armor but I would like to keep it lighter like a true monk. I want to be able to do those cool animations. What build is best to do this damage, any links to actual instructions and items to maximize damage is ideal. I prefer melee damage and do not really want to cast spells and stuff. I also would like to use the pole as I think it is cool and fits best, any good early game ones? Im still on act 1! Thank you
I play way of the open first. I'm sure I'm nowhere near fully optimized but here is a breakdown I am pretty happy with.
I use the Graceful Cloth armor you can after the start of act 2. It gives you cats grace which is advantage on all dexterity checks and saves, it increases your dexterity score by two to a maximum of 20 so you only need to invest up to 18 in dex.
I use The Bracers of Defense with give +2 AC for wearing no armor/shield.
I use Evasive Shoes for +1 to AC and Acrobatics. The Cloak of protection for +1 to AC and saving throws.
The Warped Headband of Intellect for setting Intelligence to 17 allowing me to use it as a dump stat of 8.
I Use the Sentient Amulet for Ki point recovery and bonus shatter spell.
Crushers ring for 3m more move distance.
Finally, my other ring is True Loves Caress for resistance to all damage and +1 to AC and saving throws.
This gives me an AC of 22, three attacks per turn, resistance to all damage, 50ish feet of movement, +11 to hit, 6-11 magical bludgeoning damage + 3-6 radiant, psychic, or necrotic damage depending on your choice of manifestation from level 6, advantage of all dex checks and saves, and +2 on saves across the board.
I'm level 8 right now.
Wait, the 17 int from the headband can be dump? How is that even possible? I thought you could only dump your own stats though.
You can respec and change your stat allocation, I do a dex/con focus and leave int at 8. The headband then ups it to 17.
How many points do you keep in Str/Con/Wis when you respec?
I use the Graceful Cloth armor you can after the start of act 2. It gives you cats grace which is advantage on all dexterity checks and saves, it increases your dexterity score by two to a maximum of 20 so you only need to invest up to 18 in dex.
Is 20 the max or is it just a waste to go higher than 20? Don't you want to go as high as possible in your main stat?
The armor can only take you to 20, other sources can take it higher in conjunction but they are pretty rare.
Is all that armor and rings accessible from act 1?
The clothes and ring of true loves caress are available shortly after. Clothes are right after the mountain pass exit and ring is a little bit after the start of the shadow curse area in a graveyard.
The rest of the stuff is available in act 1.
Hey guys. I wanna do a villain campaign and I love of the idea of a mad man just punching his way through everyone to get what he wants.
What builds would help me optimize this? Any feedback is appreciated!
Anyone know how to do tavern brawl monk without using elixirs and such? Or is it best just to do dex monk at that point.
Dip 1-2 levels into fighter and get some heavy armor, allowing you to dump DEX and still have high enough AC to be a reliable melee.
See this post or the first comment from this one
Do heavy armor with fighter 2 multi, low dex
And what kind of items and buffs should I be on the lookout for?
If you don’t like using potions, the gith crèche sells gloves that set your dex to 18, and then in act 3 you can get an amulet that sets con to 23
With either one of these, you can have high stats in 4 stats instead of 3 - you’ll need str (tavern brawler), dex (ac), con, and wis (Kushigo boots + manifestations)
You can also buy and use the EoHGS until you reach the creche, then respec your dex into strength.
Pretty much anything that adds extra damage dice to unarmed attacks. The haste helm is good most of the way through the game, the ring that adds 10ft movement speed also. Stock up on Hill Giants Strength potions in act 1 from Auntie Ethel, don't agro her till you have around 20.
Edit. Hit lvl 5 monk then take 3 into rogue (thief) for the extra bonus action. Also the haste bow from Last Light is a good purchase.
Sparky gloves, way of open hand and tavern brawler is all you need at the start
Tavern Brawler Open Hand Monk.
Have fun being a DBZ character.
I'm pretty new to this game still, but I can't find a lot of interesting builds for monk on youtube. Lots of lightning spear, flicker strike and poison builds which I assume are meta but don't look fun at all.
Should be something that's decent at clearing/bossing, but really just something that isn't lightning based and feels more in line with monk class identity. Appreciate any feedback in advance
Monk main since 0.1. Unfortunately, on end game you either go ice or lightning if you really want to clear the maps (the only viable skill on the Wind Skill is Wind Blast). Vaulting Impact is 50/50 hit. Whirling Assault is clunky. Other physical skills that works is Flicker and technically Siphoning Strike (high damage, but the downside is it's a single target and it's best utilized for its dependent mechanic: shock the target first for SS to charge blast).
Other notable skills that not much is using is Gathering Storm - it's actually powerful, but players tend to shun away because you really need to prep your time if you want to maximized it and always plan your aim, despite this skill can easily clear and is my main boss fight skill.
Another notable skill that is well powerfully recognized but not much is also taking is Falling Thunder (heavily reliant on Power Charges, but at this point, end game Monks would rather try to the Flicker instead for the charges).
Unique combo that is also powerful but is tricky is Shattering Palm + Frozen Locus. These 2 combo kind of bugs (having a weird interaction, triggering the FL to blast, killing all mobs very near it, good clearing). Tricky because the FL can sometimes not proc at all and all Palm interactions (for some odd reason) triggers the mobs to have a guaranteed hit on you as a retaliation).
Long-story short: Monk as of now is either go Ice of Lightning. I am still very much positive that GGG would somehow remember or try to take some little time with honest intent on what to do with the rest of the Wind Skills (was hoping that in 0.2, we'd get at least 3 diff builds - wind, ice and lightning, but sadly this ain't still the time yet).
Ideally, we really should have 4 monk builds (wind, ice, lightning & chaos). But GGG seems to be allergic to making melee chaos skills. Poor chayula monks.
I think all the chaos melee will come with shadow/daggers.
I wouldnt say poor chayula monks, being able to ES/Mana leech and have eternal youth/CI with pretty much no downsides feels incredible on nearly any skill on that side of the tree.
Locking Chayula to chaos skills is a personal choice that i dont recommend. Could even use LS on chayula if you wanted.
> Monk main since 0.1. Unfortunately, on end game you either go ice or lightning if you really want to clear the maps
I mean thats moreso quarterstaff than it is monk
You can probably use any attack skill with acolyte and invoker could be a pure spell user if you wanted.
That much is true esp for all the classes, I mean almost any class can cross-over any weapon skills build with the only challenge of going dedicated for it, and this is actually one of the best part of PoE2 so far.
I use locus and gathering storm for t4 and mapping. It’s a lot of flipping, dodging through movement of the skills, and feels very monk like to me and pairs nicely with evasion and energy shield mechanics. Using movement for defense and offense is why I like this melee build so much.
Locus gets unnecessarily strong, and gathering storm is massive damage too. Very overkill though for mapping though. There’s a support gem for gathering storm that gives you a massive damage boost and last 10 seconds and refreshes so scaling damage is super easy even with weak gear. Locus is very mana extensive
Honestly u can do so much if you dive into a screen clear tech. Trampletoe works amazing early on for clearing with any high damage skill and easy to get. For mapping it’s all about aoe and there are lots of ways to blow em all up.
I use evasion/es with chaos inoculation and eternal youth as an invoker. Lets me chase more stats on gear for defense or offense since I don’t need spirit, life or chaos resistance rolls on anything. Really made getting into t15 and t4 bossing quicker for me since I had immunity’s to chaos, bleed and poison while having extra stat rolls I need.
If you play melee, good stun threshold and/wind dancer is going to get you out of a mess when surrounded. Ghost dance is always on my build and really helps for effective hp.
Skills speed is amazing, easy access to a lot of it with monk and it impacts everything u do
the best builds for it are now: ice strike, flicker, lightning spear. others can be played, but much worse
Falling Thunder is OP, generally can 1-hit everything on its path. Gathering Storm is also actually OP (1-hit as well). People tend to shun away from these two because of zooming (would rather use a quick skill pronto).
I think falling thunder build is really fun to play. Use support gem that gives ekstra projectiles but makes projectiles go in random directions. Then you use cast on crit with profane ritual for constant power charge generation. Herald of Thunder is a given. Storm Wave to supplement when you're out of charges. You should be able to find a couple of videos on this. Don't remember the setup for single target precisely. But you can have a scepter and some skellies on weapon swap. Then you can sacrifice them and cast profane ritual on them. Then have an ekstra Falling Thunder without the spreading projectile to be able to hit the boss easier with more of the projectiles.
I also tried using the Ricochet support gem that gives projectiles a chance to chain from terrain. That worked quite well for clearing.
Gathering storm and frozen locus
baldurs gate 3 monk build
Key Considerations for a Monk Build in Baldur's Gate 3
Race Selection:
Ability Scores:
Subclass Choice:
Skills:
Equipment:
Combat Strategy:
Recommendation: A Wood Elf Monk with a focus on Dexterity and Wisdom, choosing the Way of the Open Hand subclass, can be a powerful build. This combination allows for high mobility, effective crowd control, and strong melee damage output. Make sure to invest in skills that complement your playstyle, such as Acrobatics for maneuverability and Insight for better perception in social interactions.
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