TL;DR: In Baldur's Gate 3, effective monk builds often focus on the Open Hand subclass combined with multiclassing options like Rogue or Fighter. Key strategies include maximizing Dexterity and Wisdom for damage and survivability, utilizing Tavern Brawler for extra attacks, and leveraging Ki points for powerful abilities. Popular builds include combinations of Open Hand Monk with Thief Rogue for high mobility and damage output.
Open Hand Monk Builds
The Open Hand Monk is a popular choice due to its strong melee capabilities and versatility. A common build suggested by players is an Open Hand Monk (level 8) / Thief Rogue (level 4). This setup allows for high attack accuracy and multiple bonus actions, enabling you to apply status effects like "Stun" and "Trip" while maintaining high mobility 1:3. Players recommend focusing on Dexterity and Wisdom, with starting stats typically set to prioritize these attributes, allowing for effective unarmed strikes and high Armor Class (AC) without armor
2:2.
Multiclassing Options
Many players advocate for multiclassing to enhance the monk's effectiveness. A popular combination is Monk (level 6) / Swords Bard (level 5), which provides access to spells like Haste and Song of Rest, replenishing Ki points during short rests 2:2. Another option is to take levels in Fighter for Action Surge, allowing for additional attacks in critical moments
1:2. Some players also suggest considering a Shadow Monk build, which can utilize Darkness spells effectively for stealthy gameplay
6:4.
Strength vs. Dexterity Focus
While many builds emphasize Dexterity for attack rolls and AC, some players explore strength-based monks using the Tavern Brawler feat. This approach allows for increased damage through elixirs that boost strength temporarily, making it viable for those who prefer a more brute-force style 1:2. However, most discussions lean towards Dexterity-focused builds as they provide better overall utility and damage potential in the long run
9:2.
Unique and Fun Builds
For players looking for unconventional builds, suggestions include combining the Open Hand Monk with classes like Cleric or Druid for added spellcasting capabilities. For example, a Way of the Four Elements Monk can provide elemental versatility while still being effective in melee combat 6:3. Additionally, players have mentioned builds that incorporate unique items or race bonuses, such as using the Phalar Aluve sword for added damage and effects
6:6.
Conclusion
Overall, the monk class in Baldur's Gate 3 offers a variety of build options that cater to different playstyles. Whether you prefer a straightforward Open Hand Monk or a more complex multiclass approach, there are numerous ways to create a powerful and enjoyable character. Experimenting with different combinations and focusing on your preferred attributes will help you find the perfect monk build for your playthrough.
I am horrible at building classes so some help would be appreciated :)
The go-to overpowered monk build is open hand with no str, lots of dex and wisdom. Get tavern brawler at level 4 and use elixirs of hill/cloud giant strength. Get to level 6 monk for wholeness of body and manifestations to add more damage to your attacks. Then take 3 rogue and pick up thief to get another bonus action for more topples. Then take 2 fighter for action surge. Last level is kind of whatever, probably best to go into 4 rogue for the extra feat.
Absolutely demolishes everything while also having the ability to prone or stun things that somehow don’t die.
Last level could also be Warlock to bonus action Hex and add on a bunch of D6's of Necrotic damage for shits and giggles.
True, though I don’t think there are any enemies with so much health that it’s worth spending a bonus action to add 1d6 to your attacks instead of just toppling for 50-72 damage.
There are 2 general monk builds; a high mobility assassin or a strong melee combatant.
I. Open Hand Monk 8/Thief Rogue 3
- High STR 17
[Highlights]
{Pros}
+ Focuses on unarmed attacks
{Cons}
~ Average to below average armor
~ Reliant on 4 stats, which spreads you thin
~ Equipment is fairly limited
~ Reliant on Ki to do majority of damage
II. Shadow Monk 6/Thief Rogue 4/2 Fighter
[Pros]
+ High mobility + teleport via “Shadow Step”
~ Very equipment reliant and set-up reliant
~ Average armor
~ Reliant on dark areas to use “Shadow Step”, like obscuring spells like “darkness”.
~ Reliant on Ki to do majority of abilities
[Race]
Doesn’t matter, some have nice bonuses if you wanna squeeze in extra performance for whatever reason.
Dwarf (Duegar) can turn invisibility an infinite amount of times.
Wood-Elves and Half-Wood-Elves get extra movement speed.
Half-Orcs deal more damage in critical hits
Githyanki get mobility spells, proficiencies in skills, weapons and armor.
I like this build: https://www.youtube.com/watch?v=nnuAJWiwhbM
Assassin Rogue 4/ open hand monk 8 is pretty dope. On a Durge run you give them the cloak that invisibles you after a kill. Tavern brawler, obviously
I wrote this up to provide a good resource for the Monk/Rogue build. I couldn't find a comprehensive set of information out there only bits and pieces.
Race: Any class works but Elf, half Wood Elf, Drow or Half-Orc are especially good /Astarion, Minthara, Halsin and Jaheira make good choices for this class build.
Starting Stats (You will respec later)
Strength: 8 (w Hill Giant Str Elixir 21)
Dexterity: 16
Constitution: 13 (Tavern brawler gets you to 14)
Intelligence: 10
Wisdom: 16
Charisma: 12
Background: Urchin or Outlander
Level 1: Rogue
Main Skills: Athletic, Acrobatics, Sleight of Hand, Stealth, Perception and whatever else of the remaining.
Expertise Choices: Sleight of Hand and Perception
Level 2: Rogue
Level 3: Rogue and Choose Thief Subclass.
Level 4: Rogue and choose Tavern Brawler as your Feat – put 1 Point in Con
Note: **At some later point you could choose to respec to be 9 Monk/3 Rogue which will give you some nice AOE. (You get Ki-resonation Blast at level 9 as a Monk).
It’s not required though, and you are plenty powerful without it. As an all-around Swiss-army knife character you are better off with this build.
Level 5: Monk
Level 6: Monk
Level 7: Monk – Way of the Open Hand
Level 8: Monk – Feat ASI +2 Dex
Level 9: Monk
Level 10: Monk
Level 11: Monk
Level 12: Monk – Feat ASI + 2 Wisdom
Equipment:
Early Game: (Act1 and 2)
Head: Lifebringer, Circlet of Hunting
Cloak: Cloak of Protection
Chest: The Protecty Sparkswall*, The Armor of Uninhibited Kushigo, The Graceful Cloth**
Hands: Gloves of Crushing, Gloves of Cinder and Sizzle, The Sparkle Hands, Bracers of Defense
Feet: Boots of Genial Striding, The Watersparkers
Neck: Moondrop pendant, Sentient Amulet
Ring 1: Callous Glow ring, The Sparkswall
Ring 2: Shadow Cloaked ring, Crusher Ring
Bow: The Joltshooter or 2 x Hand crossbows + 1/Neer Miss.
Optional: The Real Sparkly Sparkeswall (Shield) Because of the ability with lightning charges
*If you decide to use items with Lightning Charges then you should fully commit to the entire set.
**This is the best item once you get it - basically until endgame/unless you go Helldusk Armor
Late Game (Act 3)
Head: Helldusk Helmet
Cloak: Cloak of Displacement, Cloak of Protection,
Chest: The Graceful Cloth, Helldusk Armor
Hands: The Gloves of Soul Catching, Gauntlets of Hill Giant Strength*
Feet: Boots of Uninhibited Kushigo
Neck: Khalid’s Gift, Amulet of Greater Health**
Ring 1: Callous Glow Ring, Ring of Twilight
Ring 2: Shadow Cloaked Ring
Bow: Hellrider Longbow
**Note: Once you get the Amulet of greater health you can respec and put Constitution into Charisma and become the face of the party.
The Strength of this build:
Best monk build: lvl 1-6 Monk, lvl 7-11 Swords bard, lvl 12 Wizard. The rogue cheese that everyone and their grandmother copies from the streamers is far from the best monk build
Interesting - how does that work? What does the build and equipment look like?
I wrote this because the info on monks is on streams and not written out properly and I don’t like to watch streams.
Basically you level 1-6 as a straight up open hand monk, then go swords bard 5 as you get song of rest that replenishes your ki points, but also get access to lvl 3 spells like invisibility and Haste ( you get the haste with the 1 lvl wizard later on) From Swords bard you get flourishes .
End game you generally use your Ki points for Stunning strikes and fury of blows while your main action goes for flourishes.
Here are some videos of me soloing honor mode bosses:
Ansur :
https://m.youtube.com/watch?v=OlIaMEb4Xco
Orin:
https://m.youtube.com/watch?v=nhDRJAgl4k0
Gortash:
https://m.youtube.com/watch?v=mUXYuUzx1Vs
Was going to solo Raphael but forgot an important piece of equipment so had to solo him with another character.
Also feats are Tavern brawler at lvl 4 and sharpshooter later
I hope you all have had happy holidays! Im really liking playing a monk, I just turned level 4. But don’t want to switch to a strength based monk and use tavern brawler, something that seems very powerful but doesn’t fit my characters lore. Is there a monk build that is powerful and also dexterity based?
Some additional info that may may be helpful is that my character is in the a way of the open hand subclass.
Just go way of open hand and pump up your dex. Use stunning strike a lot
Thank you, I think I’m going to do that
Further, use the str potions to bump up damage to take out stunned foes faster
I’ve posted enough to post this, I’m no lawbreaker! 🍻
Starting class barbarian,
Starting stats: Str 17, Dex 14, Con 10, Int 8, Wis 16, Cha 8
Medium armor and shield
Skill: Athletics, anything else you like
On level 2 to 7 multi class Monk.
Level 3 subclass: way of open hand
Feat: Tavern Brawler
Level 8 to 10 multi-class rogue
subclass: thief
Level 11 to 12 multi-class fighter
style: dueling fighting style
--
get close ki attacks, whole body
been using it for a bit, pretty good.
Glad you like it!
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.
Hey everyone,
I just wanted to ask for some ideas about some fun and HM viable Monk builds that does not require TB or STR to work. I have tried OH/Thief, but it just felt like cheating and my party ended up not enjoying the game properly. I have heard about Shadow Monk being pretty good and some out of the box builds like OH/DD Cleric or even CotS Druid, so I am kinda interested what are your ideas?
Go Open Hand Monk, it’s solid, tanky and Dex/Wis scale well for both damage and AC without being busted.
4 Elements is fun too. Damage isn’t as high imo but it’s way more versatile, and playing only for damage gets boring fast.
If you start High Elf you can pick up Booming Blade and combo it with the staff and thunder gloves for a kind of Thunder Monk vibe. Pretty cool build.
Straight OH Monk is so fun. Need to Tank? Use bonus action to give yourself disadvantage to be hit. Want to apply status? You get 4 swings. Want to Pinball around to control the Battle field? No problem. It’s so fun to play. With all 12 levels you have so much KI that can spam whatever you want every short rest. You can push people off ledges. Topple them to give yourself and Allies advantage. You can move to ANYWHERE on the field. Without even doing TB and Str elixirs you just Nuke someone if lay in all 4 attacks. And crit often, fishing with advantage and some gear. Monk gets soooo much quality gear even from the start. Haven’t played a ton of classes but there’s never a shortage of great Monk Gear in every chapter. Where other builds seem like they are kind of niche and don’t come online real early. Monk smashes from level 1.
Shadow Monk + Thief is great, you can do some unique things and you're highly mobile. It works best in a party with someone that can cast Darkness, or use your Ki to cast Darkness because flurry of Blows isn't as useful on Shadow Monk as it is for the other monk Classes. This would pretty much require you to slot the Eversight Ring to be effective.
You can use the [Slicing Shortsword](https://bg3.wiki/wiki/Slicing Shortsword) to make enemies bleed with no save after using Shadow Step.
You can use the Shadow Blade Ring + Resonance Stone to do a psychic damage heat seeking missile. There are other synergies to this too, like the brain drain gloves.
Shars Spear of Evening is GOATed for this because it grants freecast darkness and blindness/darkness immunity. An interesting build setup with these tools is picking up the Sentinel feat for Sentinel Snare, which makes it so you do opportunity attacks with advantage, and when you hit enemies with an opportunity attack they cannot move. When you get this spear, you also get other Dark Justiciar gear, like the Dark Justiciar Gauntlets which grant the unique bonus action cantrip Beckoning Darkness which causes an enemy to take 2d8 Necrotic if they start thier turn outside of full light. This all comes together with Shadow Monk + Thief. You start combat using your Action to cast Darkness directly on top of your target across the map, usually a caster you want to shut down. Then you use Shadow Step to immediately warp right up next to them. Then you use your extra bonus action to cast Beckoning Darkness on them. Beckoning Darkness is a DC 14 CHA save spell, and can be completely negated. CHA 14 isn't the easiest save, but it's also not particularly difficult. You can use the Gloves of Baneful Striking + Oil of Bane to grant the enemy -2d4 to thier saves on your next turn by attacking them. Or, you could use the Resonance Stone to give them disadvantage on mental saves like CHA. Even better is to use both. Plus, Shadow Monks make Great Resonance Stone holders because they can shadow step directly to enemies you want to Debuff with it, and also warp away form your team mates so they don't suffer the harsh effects. Plus with this build you're usually sitting in Darkness so you really can't be targeted to make a mental save by a caster anyway because they can't see you.
Dex 4 Elements Monk with Phalar Aluve is pretty good.
Shriek ability as well as Fangs of the Fire Snake can add a lot of extra damage to your punches.
Since Phalar Aluve is a Finnese weapon, you can proc sneak attacks with it, which will come in handy, when you multiclass Into Rogue.
Since it's a Longsword, you can also utilize Great Weapon Master feat.
Hat of Fire Acuity / hat of Storm scions power should work with Fire Snake / Phalar Aluve , and stack it twice as fast when using Flurry of Blows.
This is good, because once you get some Acuity stacks, you can basically guarantee that your Stunning Strike or Clench of the. North Wind (4E Monks version of hold person) hits.
Doesn't matter if you don't deal highest possible Dps, if you can just stun everything to death.
> once you get some Acuity stacks, you can basically guarantee that your Stunning Strike or Clench of the. North Wind (4E Monks version of hold person) hits.
The wiki says Stunning Strike uses Weapon Action DC, which is not affected by Spell Save DC.
I’m doing a build similar to this. 16 dex, 17 wis (gonna use Khalid’s Gift for 18). Since I am using Lae, I could technically use any longsword, but shriek is so useful since she is usually in melee range. Plus; flurry of punches give you good damage from the BA, so you don’t feel like you wasted a turn even if you don’t precast shriek. That plus fangs and stunning strike are awesome for control and buffing your weapon. Drakethroat can add an additional rider.I missed the acuity hat, but i added Diadem of arcane synergy to buff weapon damage and I may push Wis to 20 instead of GWM to help offset some.
If you pick high Elf you can also take Booming Blade with that entire set up
Would provide a little bit of free extra damage on the normal swings.
This also enables you to take Ring of Arcane Synergy , and thus open up a headslot for Acuity hats.
You can also be Karlach and use the Gloves of Cinder and Sizzle for an extra 3d4 for per punch as well when you use a Soul Coin.
I love Karlach as a 4E fire monk that is a fire scroll caster, particularly with Fire Shield so she's just a walking ball of Fire. You can use a weapon coated on. Oil of Combustion to make them explode when you punch them too!
So to do this you'll need to do at least one evil choice (killing the nightsong):
11 shadow monk + 1 rogue. You go one rogue for sneak attack, 11 shadow monk for shadow strike. Killing nightsong gives you the dark justiciar half-plate. One of your feats will have to be moderately armored for this to work obviously. So not only do you get advantage on con save throws, and shar's aegis, you get advantage on stealth checks while obscured, as well as shar's spear of evening, arguably the best weapon in the game (and since monks have proficiency with simple weapons, it will count as a monk weapon), giving you advantage on saving throws while lightly or heavily obscured, immunity to blind, and shar's darkness castable every turn.
For your other feat besides moderately armored, take dual wielder. This way you can get the ring from arabella in act 2 that gives you a cast of shadow blade, use shadow blade in your main hand and the spear in your offhand, and since you'll have advantage on con saving throws you hopefully will just never break concentration.
Finally, make sure to pick up the resonance stone in the oubliette, making everything around you vulnerable to psychic damage.
I forget the exact number since I only did this build once a long time ago, but 2x shadow strike with the above-mentioned setup and something like a bloodlust elixir I'm pretty sure does something like 120 damage per swing with sneak attack modifier. The downside is it literally doesn't come online until level 11 which is when you get shadow strike (or 12 if you picked the one level of rogue earlier so you can get extra proficiencies), so you can just play it like a normal shadow monk until then
This level split is weird.
1 rouge makes your sneak die a single d6 which is not very helpful imo.
Taking the dual wielder feat doesn't make a lot of sense when there are other sources of Darkness Immunity and Shadow Monk can already cast Darkness.
Then you also are taking moderately aromored so you have no ASI, which will really cripple the characters abilities.
Not trying to tear you down, but I think there are better ways to do what the build is trying to achieve.
For example?
I’m thinking about 6 Shadow Monk / 6 Death Cleric.
But I’ve had a TB Open Hand Monk that I removed TB from. It went from op to subpar. Just due to not wielding a +2 weapon. So OH Monks need it. A dex focus with 14 str would put it on par. I should have skipped it, gone Shadow in act 3 and found myself a fun weapon, perhaps with Tenacity.
Planning a new run, and I’d like a monk in the party since I’m using a few builds that like short rests. However, those builds are also quite strong, and I worry that if I do a typical TB OH monk build I’ll just steamroll the game. So I’d like an unorthodox monk build to try out.
Ideally I want an unarmored dex based build that feels like a tabletop monk. I’m definitely open to multiclassing, but I’d rather it be for flavor purposes or for interesting synergies than straight up power. Thief rogue is obviously insane with monk, but I’d rather have a multiclass that gives some power but mostly adds interesting options for the build.
The rest of the party is going to be a sorlockadin (5/5/2), a moon druid, and a bard archer (bows not dual wield).
Four Seasons is the coolest Monk subclass, by far.
In my opinion.
Can anyone give me a quick rundown on monks? The last D&D based game i played was NWN2 but that was ages ago, was thinking of rolling a monk when the full game comes out because i always found it really fun to punch dragons in the face back when i was a kid.
The basics of monks in low-level 5e is that they attack with DEX instead of STR, can punch people as a bonus action, are a little faster than everyone else and can soak a certain amount of fall damage. Their AC is based on their DEX and WIS, so they don't need armour. They also can spend a few Ki points per short rest on special moves like punching even more, dodging, disengaging or later stunning enemies, and specialities depending on subclass. Monks are the least tanky melee fighters, so besides needing DEX and WIS, they also need a high CON to make up for that.
The design is based on quickly getting in, needling the enemy with multiple light attacks, and getting out. There's much controversy around how well this design is actually supported by the rules, so Larian said that they're going to buff the class up to balance the game - something WotC tried themselves this week and arguably ... did not do well lol
The base class moves very fast, doesn't wear armor or use shields, and has the largest amount of attacks due to getting extra attacks from martial arts. They do low but consistent damage like most monk classes in games, and are generally good at hit and run tactics or forcing mages to make many concentration saves.
Their weapon selection is a bit limited, typically you go unarmed (which now scales well due to their base feature) or you can use any non-heavy weapon, including longswords and battleaxes with optional dedicated weapon rules for them. Most use quarterstaff or spears.
Monks use Ki as their main resource and typically rely on it heavily to the point where it's one of their biggest weaknesses because they don't get a lot (something Larian is fixing supposedly)
Open Hand monk is kind of your traditional martial arts monk, lots of your traditional martial arts moves, tossing people around, knocking them prone, etc.
Way of Shadows monk is basically a ninja with ninjutsu, which is called Shadow Arts in this game. They get to cast spells as abilities like Darkness, Silence, Minor Illusion, and Pass Without Trace which have some really great utility in and out of combat. They also get to teleport around with shadowstep and eventually passively turn invisible in darkness.
Four Elements monk is basically a bender from Avatar. They translate traditional spells as martial moves and also have unique abilities like a ranged air shove or water whip that really works like thorn whip but still. They are incredibly ki dependant however for not much bang, so people love the flavor but hate how they play... this subclass probably needs the most love.
In general, monks fall behind in damage, aren't the best at multiclassing, and tend to be pretty squishy despite Unarmored Defense, which is why they usually use hit and run tactics. Unlike say a Rogue, though, they're not going to explode from the shadows with tons of Sneak Attack damage or anything, and unlike a pal or barb or fighter, you're also not tanking while still doing decent damage if not hitting like a truck.
This is why most people dislike monk unless you're doing it for flavor or fun, you're not doing anything someone else can't do far better while having other features to boot or not being as squishy. However, I'm trusting Larian's homebrew to make them comparable to other classes (and fun). We'll see in a few hours.
Hopefully Larian does a good enough to pump up their damage and general usefulness. It looks like from the videos we can see that they have increased their ki in general so that's nice. Also at the panel, they mentioned that the 'shadow strike' ability of the Way of Shadows subclass does psychic damage which is promising.
The reveal for new classes and races recently also mentioned that Way of Open Hand gets force damage and some kind of ki blast. Very, very excited to say the least.
In table top, they are essentially just a martial class that is quicker, unarmored, and fights with unarmed attacks. Larian has stated that they will be buffed, because they are generally quite weak past level five, so unfortunately I will not be able to provide the whole description other than that
There’s karate kid monks, ninja monks and airbender monks.
😂
Hi lads,
I just have started my honour and respect karlach to a monk and now I am kinds guessing ehat the "best" monk build is? A lot of guides tell different things, some swear with strength others with dex, but I don't know if they are still even relevant due to patches. Karlach also wont be my main character, so don't know how much that makes a difference?
In my opinion, the strongest monk build damage-wise is a dexterity-based Open Hand Monk 8 / Thief Rogue 4, putting 2 feats into increasing Dexterity and 1 into increasing Wisdom.
With that build, by the time you hit Level 12 you can be completely naked with no gear and still have an AC of 19 and hit for up to 42-102 damage every round (6 attacks of 1d6+1d4+5). Add gear that enhances your unarmed strikes, and you start to do truly unhinged amounts of damage.
For attribute prioritize dex and wis, you will set your strength so there is no point investing into it.
Sorry what do you mean, how do you set your strength?
Once you've taken tavern brawler, set your strength with hillgiant pot, late game switch to cloudgiant pot.
Best is OH Tavern Brawler that uses strength elixirs with either 3 or 4 thief levels. Strength club in off-hand works ok too. Don't multiclass before level 5 because that will just gimp your monk early game as you get an extra attack and stunning strike is awesome.
Thief level really depends if you want to use Ki Resonation which I personally enjoy a lot as it can be used to spread conditions with certain items and allows you to punch while holding two light weapons for item specific buffs.
You set strength to minimum and set dex and wisdom to 16 and con to 15. Everything else is irrelevant although INT is the next most useful stat because mind flayers have powers that require INT saves.
At level 4 take Tavern Brawler and get CON to 16. Later upgrade WIS as you get boots that add WIS to your unarmed damage and OH have abilities that increase unarmed damage that get boosted by WIS too.
Use the soul coins for difficult fights. They are bugged for unarmed and actually add 2D4 fire damage and the buff is always active.
I actually prefer pure OH monk myself because you get poison immunity at level 10 and fighting inside cloudkill is very amusing to me but it is worse DPS wise.
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
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
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.
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.
Hey there! I want to make a pt with a Monk since I've never played one before. My questions are:
Should I go for Open Hand, 4 elements or Shadow? What are their pros and cons? What's the best party comp? I've also seen like a gazillion items for monks through the game but I wonder which of them work best.
Also I never give too much importance to race selection and I play the ones I like but here I'd like to pick whatever suits the build the best.
I you played one already how was your experience?
Tavern brawler open hand is one of the strongest builds in the game, there's probably hundreds of guides on how to build it.
4e is like warlock gish, worse spells but better martial due to tavern brawler. But it's a worse martial than oh and the spells lack utility to justify losing out on martial prowess.
Shadow is more thematic. Best ninja class, but doesn't get many bonuses to deal more damage, so it falls a bit behind. Grab weapon proficiencies with race, shadow teleport behind your enemies and finish them off with style.
Open hand thief tavern brawler and a fairly specific gear for lots of big punches
Shadow monk thief for teleporting from shadow to shadow and slaughtering them in the darkness.
4 elements is open hand with a few wizard-like spells mixed in because ???
Wow this guide is super useful, thx!
Don’t stress the TB OH talk. You’ll be fine with any class.
Thought I'd mix it up a bit, started a shadow monk, gonna try without TB. Now I need some fun 'B tier' builds to go along with that.
Poison builds are never optimal, but still fun if you can stomach only coming online in Act III and not being a damage god.
Last run, I got tired of Jaheira not having much to do with her scimitars, and I'd managed to pick up most of the poison gear in the game, so I figured I'd re-class her into something more true to her fighter/druid past. I think the build went 5 fighter/7druid.
For fighter, I took battlemaster and went with disarming attack and trip attack, knowing her damage output wouldn't be extreme and her time might better be used pinning key opponents down and wasting their turns. For druid, circle of land to get haste and misty step. The idea was to zone in on an opponent of choice fast and occupy them with a flurry of poisoned blows, and then disarm/trip them once they had disadvantage on checks.
Gear:
Kagha's amulet. This coats your weapon in poison whenever you're healed. You'll have to kill Kagha for it, so be sure not to bring her over to the light when fighting the shadow druids.
Thorn blade. This is a rare scimitar sold by Dammon in Act II only, so be sure not to miss it. 1d4 poison damage per melee hit if you're concentrating on a spell, which you'll plan to be doing with haste.
Poisoner's gloves. Found in the chest in the room after beating Malus Thorm. Important for the build idea, as they force a CON throw against being poisoned every time you do poison damage, which will be four to five times a round ideally.
Ring of Regeneration. Heals 1-4 at the start of your turn, which procs the amulet. Sold at Sorcerous Sundries by Rolan
The Whispering Promise. Blesses you for two rounds when you're healed and combos with Ring of Regen. Sold by Volo at any point in the game.
In the offhand I gave her another scimitar because I love the rizz of it, but there are definitely lots of better options (again, not an s-tier build).
All in all, this was a solid nifty out of ten that could reliably pin down most individual enemies in Act III. The big downside with anything poison based is that Act II is full of undead, so if you're planning on building from the start, it's probably going to be pretty unfun in the midgame.
Fire Axe dual wielder. All the heat gear, 12 levels of fighter, use Karlach for inbuilt fire resistance and soul coins.
These classes have access to stuff that interacts well with some shadow monk abilities without being too strong.
Shadow Magic Sorcerer focused on support.
Hexblade without pact of the blade(so no extra attack).
A pure land druid. Cloudkill counts as heavily obscured for items and abilities and both monks and land druids become immune to poison even without Heroes' Feast.
So I’ve been playing as a monk and enjoying myself pretty well. I was wondering what the opinion was on pure monk versus monk 8/rogue 4? I’ve been playing monk 8/rogue 4 and I’m currently entering act 2, but I didn’t know if anyone had experiences to share in either direction.
You can play through honor mode just fine with a normal lvl12 open hand monk withOUT Tavern Brawler
Throwing in thief does make things a lot easier though. But depending on when you decide to make the split you don’t really notice it until level 10 or 12. Either 6-4-2 or 8-4.
Because IMO you want to hit 6monk asap you your hits do extra damage (radiant/psychic/necrotic)
Thief bring a lot for monk; the extra bonus action is incredibly good when you have flurry of blows.
Pure monk is still really good, not just as min-maxed as monk/thief.
Agreed, tried both, Monk rogue felt stronger / more flexible.
In a party of four, a dedicated single target damage dealer is a classic pick. For those who have played Monk before, it should come as no surprise that Monk is the clear choice for this party slot. Starting in early act 1, all the way until late act 3, Tavern Brawler Open Hand Monk is one of the best sustained single target damage dealers in the game. Though there are numerous exceptionally powerful builds competing for the same slot - namely Swords Bard and Sorlock - an optimally built Monk will outperform all of them.
In short, this build will:
Disclaimer: This build guide is part of a series of party-building guides for a playthrough using what I’ve dubbed the Nightmare Difficulty modlist, not the base game. Said modlist makes the game significantly harder than the base game and will require optimization and min-maxing to complete a playthrough.
See this playlist for examples of encounters, and their difficulty, with this modlist enabled. The modlist is in the description of every video.
That said, this build will work really well in a regular Tactician playthrough(maybe even too well), and I highly recommend it for Astarion!
PS. I see like 4-5 Monk related questions on this sub per day. I hope that this guide answers them all, but please leave a comment if I missed something.
Guidelines
The end goal of this build is to reach 8 Open Hand Monk / 4 Thief Rogue. If you are curious about 9/3, see the FAQ. Your final build should open Rogue due to better opening bonuses.
Late game, your best stat(by a small margin) is WIS. See WIS scaling for more details. You are going to get loads of strength anyway, so focus on stacking WIS.
The truly optimal pick for this build is Astarion, more on why later. If you are going a custom character - race choice is largely irrelevant for this build, but wood elf provides a nice bonus to movement and Githyanki are always great.
Leveling process
You will need to respec at least once to do this optimally. Doing it more leads to smoother build progression, but I kept it to just once for the sake of brevity.
At the very start of the game, open with Monk. Take the Way of the Open Hand subclass, and stick with Monk until you reach level 7.
Start with:
17 CON, 16 DEX. Dump STR to 8. Rest is whatever you want. Take thievery proficiencies(slight of hand, stealth).
You are going to be really squishy early on. Take high CON to help offset this. DEX is good for meeting checks but there are no checks that +3(16 DEX) with buffs wont suffice for. You should not be taking WIS early on. Make sure you get Mage Armor from somewhere.
At level 4 feat, take Tavern Brawler with +1 CON.
At level 7, go to withers and respec. This time, open Rogue for just the first level, and put the other 6 into Way of the Open Hand Monk.
Take:
17 DEX, 16 WIS, 15 CON. Dump STR, CHA and INT to 8. Take thievery proficiencies and expertise(slight of hand, stealth). You will have two Proficiencies left for whatever you want.
At level 4(Monk) feat, take Tavern Brawler with +1 CON. Keep leveling Monk until you are back to level 6 Monk.
At this point, stop leveling Monk, and start adding levels to Rogue. At level 3 Rogue, take the Thief subclass. Add one more level and reach level 4 Rogue.
At level 4(Rogue) feat, take ASI, and take +1 DEX and +1 WIS. You should now have 18 DEX and 17 WIS. This is technically not optimal, and the perfect play here is to take DEX + CON until you can get WIS to an even number. If you want to respec a third time at 12, do that instead.
Now level Monk to 8.
At level 8(Monk) feat, take ASI, and take +2 WIS. You should now have 19 WIS.
Regardless of how you arrive there, this is what your stats and feats should be at level 12:
18 DEX, 19 WIS, 16 CON.
Tavern Brawler, +1 CON | ASI +DEX, +WIS | ASI +WIS, +WIS
It's possible to reach 21 WIS with no gear if you get >!+2 from the magic mirror in act 3!<. Monk is also a decent candidate for >!Hag's hair +1 WIS!<. There is however another build in my "ideal" party that is probably better for >!Hag's hair!<, so I would bite the bullet on the odd number for now.
Monk's have zero overlap with other builds for gearing. This is amazing and a core reason to pick monk over some of the other great single target damage dealers.
On top of that, there is more gear specific to monk builds in BG3 than there is gear specific to any other class. The game just constantly feeds you insanely good gear options from start to finish, and having a Monk allows you to really capitalize on that gear.
Gloves
There is a plethora of great gloves for Monks throughout the game:
Gloves of Cinder and Sizzle(Fire, Easiest to get), Seraphic Pugilist Gloves(Radiant), Snow-Dusted Monastery Gloves(Cold), Thunderpalm Strikers(Thunder), Servitor of the Black Hand Gloves(Force) and Flawed Helldusk Gloves(Necrotic)
Each of these gloves adds a 1d4 roll to an unarmed attack, with varying elemental damage types. Some have extra bonuses, but just use which ever one you like most, or the one that has the best damage type for the situation. You'll be using these until deep into act 3.
The Sparkle Hands are available early and more or less as good as any elemental pair. Gloves of Thievery are also available early and great for passing checks.
Gloves of Soul Catching are your best in slot gloves by far, but only available deep into act 3. >!House of Hope!< is a tough fight at this difficulty level so be prepared to work for these. The sheer damage they provide on top of saving throw advantage is bonkers. Top 3 item in the entire game IMO.
Gauntlets of Frost Giant Strength are your only real option if you don't like elixirs.
Key Items
The Graceful Cloth(Early), Vest of Soul Rejuvenation
Yuan-Ti Scale Mail & Armour of Agility
Vest of Soul Rejuvenation is straight up your best option no matter what in the late game due to WIS scaling and other unarmored bonuses. Until then, The Graceful Cloth is good, but the DEX scaling medium armors are also viable if you are Githyanki and can wear Medium Armor.
Boots of Uninhibited Kushigo These are your best boots and become seriously good as you approach +5/+6 WIS modifier.
The Deathstalker Mantle or Cloak of Displacement
Both are good defensive options, albeit in different ways. The first is >!durge specific!< and I'm not entirely sold that it's even better defensively, since you wont always land a killing blow to proc it. Having both for different situations is the correct play.
Sentient Amulet or Khalid's Gift
If you used Hag's Hair for +1 WIS on your monk, you can just keep the Sentient Amulet forever. Doing so is likely optimal because it can restore up 1d8 Ki points on use once upgraded(do the quest associated with it). This comment sums it up well. If you use the Hag's Hair on a different character, Khalid's Gift becomes a good option as it will give you an even WIS score.
Other Items
Shifting Corpus Ring or Crusher's Ring or The Sparkswall
Ring slots are mostly utility and I recommend picking defensive options. Special consideration should be given to resistance rings like The Sparkswall since you will never have an option to use a resistance elixir.
Horns of the Berserker or Helldusk Helmet
On paper Horns are an extra 1d4 necrotic damage, which is good(thanks to u/Vesorias for pointing out the in-game tooltip is misleading).
On the other hand, Helldusk Helmet provides a collection of useful buffs, especially crit immunity, which is great to avoid random 0-100 KOs. Both are reasonable but crit immunity is just too strong to pass up.
Consumables
There's a great deal of discussion circling the two elixirs and their respective power:
Elixir of Hill Giant Strength & Elixir of Cloud Giant Strength
Regardless of how you feel about them, this build will be as close to optimal as it can be, and will be using them to feed Tavern Brawler damage and increase jump distance.
Elixir of Hill Giant Strength gives 21 strength. As soon as you reach the Druid Grove in act 1, you should never leave camp without drinking one. Auntie Ethel will sell 3 every time you long rest, make sure to buy them every time you do. Avoid actually fighting Ethel until deep into act 1 to get the most out of this. This should be the elixir you use for like 90% of the game.
Elixir of Cloud Giant Strength gives 27 strength. These are harder to get but should be used before every one of the major encounters in act 3. Depending on your in-game choices, you need 10-16 to cover every single encounter you want them for. These can be bought with some consistency from Stylin' Horst & Oliver Tefoco. You can also loot 10+ of them easily throughout act 3, so having enough should not be a challenge.
My personal thoughts on the elixir discussion are in the FAQ for those curious.
Psionic Overload is a Illithid Power that adds a 1d4 Psychic damage-rider die to each punch for 10 turns. Since Monks can put out between 6 and 10 punches per turn at full build, using this early in a fight lets it generate a lot of value for a single action investment. This is a super good pickup and the main Illithid Power of note for Monks. Also recommend peeking at the Illithid powers part in the FAQ.
Flurry of Blows is your bread and butter damage and doesn't really need an explanation. Only thing of note to mention here is that Stagger tends to be underused, but is particularly great at disabling some extremely dangerous boss's reactions.
Patient Defence is a good defensive tool, especially earlier on when you are not swimming in defensive gear and pushing 22+ AC.
Step of the Wind: Dash and Step of the Wind: Disengage are beyond broken when combined with high STR from an elixir and Monk's unarmored movement buff. You can just jump across the battlefield indefinitely and have great impact on the tempo of a fight. I can't list all the possible uses of these concisely, so just keep in mind: if a task requires someone to move to a far corner of the fight, then back to the group, use this. Dash is most of the time better than disengage since reaction damage is only really relevant when it comes from bosses.
Deflect Missiles is pretty good(and looks awesome) when fighting general enemies. KI point shortage is however a very real problem in longer fights, and so I don't recommend using many on this reaction unless it's a seriously dangerous projectile. Kushigo Counter is a better reaction anyway.
Stunning Strike is crazy. In the base game this is just completely broken. It is slightly more balanced in the context of this guide, but even then, it's an absurdly good ability. At this difficulty, most of act 3's enemies will have built in CC resistance and/or absurdly high bonuses to CON saving throws - some bosses especially are functionally immune to being Stunned due to saving rolls or passives. It is possible to stun some of them, just way less likely than in the base game.
That said, just about every boss in act 2 onward has at least a few procs worth of Legendary Resistance. A hasted monk will be able to break off four of these procs in 1 turn with stunning strike. For like 75% of the hard encounters a Monk can remove the buff(s) solo.
Level 6 Monk gets 3 key passives: Manifestation of Body, Mind and Soul. Each deals 1d4 + WIS modifier elemental damage. Only one can be active at a time: activate the one that is appropriate to that part of the game. Soul for example is really good in most of act 2.
Ki Empowered Strikes is often glossed over but is an exceptionally strong passive. Basically, there are two kinds of resistance for martial damage: Physical and Magical. For example, a fighter swinging their sword is dealing physical damage - and Physical is more common as a resistance than magical. Bosses usually have both, but not average enemies. This passive allows your punches to deal Magical damage, which is less common as a resistance. Basically you bypass a lot of resistance to bludgeoning damage.
Wholeness of Body is a once-per-long-rest HP & KI point regenerator, and your one and only "burst" damage setup. This will heal you for your x 3 HP, and regenerate half your max KI points immediately. For 3 turns after, you get an additional KI point back each turn, and an extra bonus action.
Overall this ability is really flexible and can be used in a lot of tricky situations, but the best general use case is 1 turn before your party intends to deal burst damage. Basically right before your entire party dumps their resources and damage into trying to kill something, use it. By then you've probably used a bunch of your KI already, so it should get all of it's value as a regenerator as well.
Tavern Brawler and Elixirs
Tavern Brawler adds double your STR modifier as flat damage to each unarmed attack(punch).
If you are using a 21(+5) STR elixir, you are adding 10 flat damage to each punch.
If you are using a 27(+8) STR elixir, you are adding 16 flat damage to each punch.
Since a full build Monk can hit 6 - 10 punches per turn, your elixir of choice + TB is adding either 60 - 100 or 96 - 160 damage per turn.
The value per elixir is so high that nothing else is worth drinking.
Wisdom scaling and Armor choice
Earlier I mentioned that WIS is going to be your best stat. Lets explore why that's the case:
Unarmoured Defence is a passive that will add your WIS modifier to your AC if you don't wear any armor or a shield. The end game goal is 22 WIS, which results in the passive granting a whopping +6 AC. Note: Mage armor does not stack with Unarmoured Defence. This is why you don't want WIS until your first respec.
Your active Manifestation of X passive will add 1d4 + WIS modifier to each punch.
Your boots will add your WIS modifier to each punch.
As of patch 3, your WIS modifier does not contribute to your DC. This is likely a bug, but at the moment, if you run this build, it will scale with STR.
To summarize, increasing your WIS modifier by 1 nets you 1 AC and 2 Damage per punch, which is only marginally better than Strength, which nets you 1 DC and 2 Damage per punch.
DEX off-role and Evasion
I recommend reaching 18 DEX(+4 modifier) for this build. What does this even achieve, since your damage is coming from STR and WIS? Quite a bit, actually:
Not wearing Armor adds your DEX modifier to your AC with no cap/penalty. So you will get +4 AC.
Having decent DEX allows you to meet common DEX checks for your party(Slight of Hand in specific). Take your +4 modifier, add +8 from proficiency + expertise(rogue) , as well as guidance(or advantage) from a Cleric, and you can meet 30 DC checks without needing a nat 20.
The real game changer here is Evasion, a passive you pick up at level 7 Monk. This ends up flying under the radar for so many Monk players, but is a highlight of the class. Most AOE damage spells require you to roll DEX save. If you pass it, the damage is halved. Some AOE spells are CON, not DEX. Common ones are DEX though.
Evasion halves the damage even on a failed saving roll, meaning that you will always at least cut the damage of DEX save spells in half. But that's if you fail the roll. If you pass it, you now take zero damage. You will have many ways to increase saving roll bonus and get advantage, so you'll pass the check often, even against crazy high DC bosses.
Even in the base game this is awesome. But specifically in the context of this guide: AI behavior mods change AI to try always use AOE spells if they can deal more damage, and because of difficulty being upscaled so much, they will get more(and better) spells. Chain lightning, Call Lightning, Ice Storm and Fireball are common, and are all DEX saves, making Evasion a disgustingly high value passive.
Astarion?
If you have not seen his quest in full, perhaps skip this next part. You've been warned.
!If you let Astarion ascend at the end of the Szarr Palace fight, each of his unarmed attacks will deal an additional 1d10 necrotic damage. This is basically equal to your 1d10 force gloves. If you are chasing a perfect build, this will always be the correct play.!<
Keep in mind that doing this may not align with your story, and I am a firm advocate of trying to stay in-line with your character even in runs like this.
Total damage output and AC
With 22 WIS, 18 DEX and your best in slot chestplate, you will have a very respectable 22 AC.
As for damage... assuming that:
Your punch with no external riders will deal (1d8 + 22) + (1d4 + 6) + (1d4) + (1d10) + (1d10), for an absurd grand total of 32 - 64 damage per punch.
With no additional buffs, you can punch 6 times per turn at level 12 for an average of 288 damage.
With haste(you're a good class to use haste on) + Wholeness of Body bonus action, you can punch 10 times per turn for a disgusting average of 480 damage.
Happy punching.
I tried to keep the guide itself as objective as possible, and applicable to regular Tactician. Just keep in mind: a lot of what's in the FAQ is from my experience completing a full playthrough with hyper-upscaled(modded) difficulty. Of course a lot of it applies to the base game, but remember that what I say here is based on a slightly different experience.
Why not go 9/3 over 8/4?
Short answer: You can. 9/3 is situationally better in the base game when enemies have small health pools and fights are shorter. That said, Ki Resonance is not a good use of a Ki point in the context of this guide. Ki point shortage is very real and becomes super noticeable in act 3. Also, the AOE damage is fairly low compared to casters. If you really need AOE, it is justifiable.
Long answer: I have used both in my own playthrough, and I don't think 9/3 is worth losing 1 WIS. First of all, Ki points should be spent exclusively on stunning strike, flurry of blows and occasionally on step of the wind/patient defence during the hard fights in act 3. At most, a Monk can use 18(19-26 with amulet) Ki points in a fight. Many act 3 fights will be 10-20 turns long, and you will need to heavily consider how you invest your Ki.
There is also a common argument to go 9/3 so you can equip a stat stick. I don't buy into this one bit since it limits your regular punches to 1 per target.
Going 9/3 loses your third feat(ASI +2 WIS) which gives you +1 AC, +1 DC, and 2 extra damage per punch. Damage isn't as relevant as losing 1 AC and DC, but still sucks.
Now, to be clear: the damage gained using a Ki point on Resonating Blast has the potential to be higher then when used on a flurry. Used on 5 targets, for example, is 15d6 to each. But, an ideal party should have a dedicated caster that will bring AOE damage - and their per turn AOE damage will be like 20 times higher than a Monk. Just let them focus on AOE.
My advice is to really lean into the build philosophy: pushing sustained single target damage per turn to its limit. Trying to do AOE damage will just distract you from doing what you are good at.
What about a 2 fighter dip?
No. Doing this at full build sacrifices either Evasion and a feat or 2 feats. Nothing fighter offers is worth it.
A 1 fighter dip for the first few levels just for heavy armor is alright, but it delays acquiring Tavern Brawler to level 5, or only works until level 4 which is pointless anyway. In the base game I think this is probably okay but I seriously do not recommend it on upscaled difficulty. Having your Monk put out tons of damage is going to help you get through a fairly sluggish level 4. Level 5 your casters get some great spells which makes things smoother.
Is the 23 CON necklace worth it?
Given that, in my ideal party, Monk is probably the only class that is going to have low CON, it looks like a good idea on paper.
In practice however, Monk is basically an evasion tank. You will outright avoid and dampen more damage than literally any other build in the game barring dedicated tank/defense builds. Between saving throw advantage + evasion, 22 AC(realistically this can reach 25 with haste and ring), patient defence, crit immunity and your cloak of choice, you can reasonably stand up to even the most absurd damage output of late act 3's encounters.
So overall, I would say give it to a different party member.
Thoughts on Elixirs?
Using strength elixirs is obviously really strong and allows Monk to pretty comfortably dump their ability points into WIS and DEX and use their best-in-slot gloves. Reaching the height of 27 strength(+8 modifier) for so little investment sits on the border of game breaking. Is it too strong for the base game? Yes. Does this level of difficulty warrant using it? Yes.
I think this is exactly what mods should do - enable you to make near perfect characters without feeling like you are going far outside of the games balance.
The other problem is cheesing vendors to get stupidly high numbers of these, either through spamming long rest without resources, or leveling up. Personally I don’t advocate for doing this; it’s just silly and totally unnecessary. You’ll need to long rest a bunch anyway due to using more resources per fight - you shouldn't need to cheese this. Just loot and trade for gold, go to a trader after long resting and buy them.
There are, frankly, way bigger offenders in the consumables department(looking at you scrolls), and I will be recommending stockpiling them when I tackle the damage caster guide.
Is TB OH Monk really the best build for this slot?
Short Answer: Yes. There are just too many independently strong mechanics coming together in this build: damage output, crowd control, mobility, defense and a DEX off-role.
Long Answer: Yes. Monk is the best overall pick. The other two main contenders(Smite Swords Bard and Sorlock) both have the major advantage of better utility, but at what cost?
Smite Swords Bard has enough resources to deal 2-3 turns worth of astronomically high damage, and then deals respectable damage for the rest of the fight. It makes for a great DEX and CHA off-role and brings good utility from Bard. But it lacks the defense, mobility and crowd control of a Monk.
Sorlock brings really powerful utility/crowd control from Sorcerer and very competitive sustained single target damage from EB. It also can be a CHA off-role. But - it lacks mobility, does not have the defense of a Monk, and cannot off-role as a DEX class.
Ok but Hamarhraft does more damage?
Sure. But it also is based on a collection of clearly bugged interactions and is just outright not fun to play. TB OH Monk probably borders on being just outside the games balance, but it is a thematically cool build, is insanely fun to play, and does not rely on breaking damage rider mechanics to work. Not to mention, it's balance is way more in line with the rest of the game when you play with difficulty mods, which I am advocating for.
Monk can make use of a lot of other Illithid Powers, why not mention them?
I am completely for using these. They are cool and fun to use. Thing is, the sheer number of options make it impossible to fit into a build specific guide. There are just too many bases to cover and it's really better suited to it's own guide.
Other than what I’ve mentioned already, the only other one that I might consider specific to this build is Mind Sanctuary which allows bonus actions and actions to be used interchangeably. This allows using bonus actions for stunning strikes and actions for flurry of blows.
What else do I run in my party to go along with Monk?
For base game Tactician, literally whatever you want. If you’re a min-maxer, or want to try your hand at a much harder modded playthrough, I am currently working on guides for the other 3 party slots and their respective builds.
See the finished Life Cleric guide here.
So you might have answered this somewhere and I’m missing it, but what is your ideal party to pair with Monk?
I haven't actually said it anywhere, you didn't miss anything.
In my opinion, for clearing a playthrough with heavily upscaled(modded) difficulty, the ideal party is:
12 Life Cleric, 12 Sorcerer, 8 Monk / 4 Thief, 7 Oathbreaker / 5 GOO
I ended up trying a ton of different builds(and variations of the same builds), so I certainly cant say it's the only viable party, and there are surely things I missed, but that is the party I ended up clearing the game with and the party I recommend to others. It will give you coverage to handle every major act 2/3 encounter, and no single fight should feel impossible even with every mod tuned to the max.
The Life Cleric guide is out and complete. See here.
I am working on guides for both the Sorcerer and Lockadin, but both builds are more nuanced and generally have many more gearing choices / leveling choices that I need to adequately justify before I release the guide. Sorcerer specifically has so many choices to make which need to be addressed.
You’re awesome, thank you for taking the time to make these guides. I learned a lot about how monk works by reading through this and I’m going to poke around the Cleric one once I leave work and have time to read it over.
I’m finishing up my first play and want something more challenging for my second so I think I’m going to look into the mods you mentioned. Do you have a video or guide for the mod list as well?
I haven’t played with Paladin yet and I’m not at all familiar with DnD so I’m not sure what role that class would be exactly. Is the 7/5 primarily just a Smite bot?
I will be patiently waiting for your other guides but in the mean time. What subclass for the sorcerer and do you have any race/origin suggestions for the sorcerer and oathbreaker? I was about to start a new run today and I think I’ll use this party and respec the other two when they come out but just want to get started now.
I think the best argument for monks is that they don't really compete for gear a whole lot actually. They can do VERY well with gear that is basically useless for any other class. They do have some solid save defenses due to the nuts good endgame gloves. Their AC is comparable with any other optimized martial I've seen.
They unequivocally do not do the highest single target sustained DPS in the game, that goes to a Tavern Brawler throw build of which the best lvl 12 version does not even care about bonus action usage, and only moderately competes for gear other builds like and scales better with both strength elixer use AND bloodlust elixers.
Everything you said is correct and in hindsight I think my title is a bit more click baity than it should be. What I stand by is, of the sustained single target damage dealers, Monk is the best option.
There are lots of builds that either slight edge out monk or have better damage curves, such as TB Throw. But they lack something else that Monk brings, defense, CC, etc.
As a side note, the really high damage builds tend to rely heavily on riders which still seem to be proccing each other. At 10 attacks per turn, Monk can lean into this and with all buffs pull ~800 damage turns. Still not the 1000+ damage turns of TB throw but worth keeping in mind.
There are lots of builds that either slight edge out monk or have better damage curves, such as TB Throw. But they lack something else that Monk brings, defense, CC, etc.
I wouldn't call a 20-33% difference slightly edging it out myself. And the other builds absolutely bring other value like range, AOE, and spells (TB Thrower) and better AC and saves and charisma skills(Lockadin). Not to mention that Monk does about as well as alot of swords bard builds damage wise, whereas swords bard builds allow you to get to 11 caster levels(or close) while providing expertise/party face skills. And that's not even accounting for stuff like the mystic scoundrel ring for swords bards, or bonus action illithid powers for the other ones that don't have as much conflict on their bonus action slot.
It’s quite a shame that Ascended Astarion is the best monk since I find it hard to connect him as a character to this play style. I usually try to run optimized builds because I play for the gameplay as much as the role play reasons and I like how thought out the build is.
And one super minor thing, specifically about the Sentient Amulet, you can complete the Monk’s quest by killing him to turn the Ki Restoration into a greater version, which in the Wiki says can regenerate a random number of Ki Points (At level 8 Monk 1-6, Level 9 1-8), not just two. I think this is worthy of taking note of since it can show more benefits for potentially shifting from 8/4 to 9/3. There are other ways of increasing your AC (I’m thinking +1 from Warding Bond, Precasting Mirror Image and Shield of Faith Scrolls), and you can get more Ki Points to spend on a fight and then replace the amulet with something more useful, like Khalid’s Gift even the Constitution Amulet to get better Concentration saves for Shield of Faith.
These are just my thoughts on how I would personally alter the guide to fit my play style. I believe that your guide is very optimized and honestly can wreck BG3’s fights. Let me know your thoughts on mine because I’m all up for discussion
I agree, that is quite weird. Perhaps the least Monk-like character ironically makes the best monk (at least late game). I am however tempted to try it on an Astarion main character playthrough just the same.
Ascended Astarion is just best martial period, not particularly best monk.
Sentient amulet being upgraded is actually a really good point and something I was not aware of. Assuming the exact numbers are accurate, this is a major change that makes taking the amulet over Khalid's gift and then taking >!hag hair!< WIS +1 instead optimal.
It also gives 8/4 more mileage which is a welcome change with difficulty upscaling. As for 9/3 more Ki points absolutely makes it more viable, and you do have a great point about ways to add more AC. I try to avoid recommending things that benefit every single class equally, which most of the AC generators you mention do, but that doesn't take away from the fact that they make 9/3 more appealing.
Overall great points and I will be making amendments to my guide to reflect the Amulet later tonight. Thanks for pointing it out.
Absolutely! I love these builds and optimizations people make because there are some points that I would not have thought about and could give rise to a more “complete” build if you will. There are benefits for both 8/4 and 9/3 because one can give your more feats and the other can give you more punches, so now it’s up to each individual player and their styles for whether or not certain changes are worth it.
Edit: So, I played around with the Amulet a bit and maybe going for the 9/3 is not as worth it as I initially thought. The main reason is that you cannot have more than your maximum Ki Points like with Sorcery Points. So, if your maximum is 10 points, you can only have 10 points at a time. My thought was that you use the Amulet at the beginning of the day or before a major fight after short resting to get a large chunk of Ki Points to unload, but its more suited for a "Oh, I only used up a couple points, let me just top myself back up, no need for a short rest". It still is valuable amulet, but nowhere near as important as I thought it could be.
The builds don't have to be OP or meta, just a fun build I can enjoy playing with, and please include items and stats. And the build doesn't have to include both Monk And Rogue at the same time.
Thanks in advance.
Shadow Monk plus Assassin is an incredibly fun Embrace Durge build, you teleport around the darkness stabbing people for crits and vanishing and they never see you.
Squeeze in a bit of Great Old One Warlock and those crits will AOE Frighten the survivors to boot.
Shadow Monk 8/Thief Rogue 4 is very fun for Astarion. Bite Stab Kick then Step into the Shadows
Tavern Brawler Open Hand Monk is probably the strongest single target build in the whole game and has a couple levels of rogue.
11 shadow monk 1 rogue. It literally doesn't come online until level 12 but God damn sneak attack shadow strike crit with the resonance stone does an INSANE amount of damage, like 120+ a hit
9 Shadow Monk/3 Thief Rogue has been pretty fun in my latest playthrough. The shadow step at shadow monk level 6 is god send.
I like an 8/4 split better than 9/3 since the lvl 9 features aren't that amazing compared to a 3rd feat.
I've also played around adding in some fighter levels with this build.
6/4/2 works pretty well, getting you action surge, and some other minor benefits like weapon prof.
6/3/3 is nice to get either some manuvees or extra crits, but having only one feat is kinda rough.
Ya, all those options work well. Once you get the core 6 monk levels and at least 3 rogue levels for the extra bonus action from thief subclass, you can do pretty much anything you want.
If you go Monk 9, you get a 1d8 instead of 1d6 for your monk attacks, increased ki points, and advanced unarmoured movement so you can freely walk through all difficult terrain. If you don’t care about any of that and are just gonna use nightwalker boots or something the whole time, you can go an extra rogue level for the feat, or fighter levels or whatever.
Edit: Level 7 monk gets you evasion (survivability boost), and stillness of mind (lets you avoid charmed or frightened), and lev 8 gives you the 2nd feat of course. For some reason on tactical, the cpu always frightens my monk which is super annoying to deal with, so I’m really looking forward to stillness of mind.
My man. This is hands down my favorite build and it is a struggle for me each playthrough not to build it.
We are starting a Campaign at level 3. Could be a Scaled Fist. Could be an Esoteric Magus. Can also be multiclassed. Looking for something cool to play. Hit me with a build. Show me what youve got Reddit.
A Medium with the Medium of the Master archetype is monk-adjacent.
It synergizes well with Spirit Focus (Champion).
Huh, I thought it was bad at first but maybe the spirit focus, extra surges, increased die, etc make up for otherwise being a worse monk?
Yeah it’s tough for me to quantify without doing a lot of math.
UMonk, level 6 to hit: Full BAB for +6/+6/+1 with Flurry // Medium, level 6: 3/4 BAB for +5 then +2 to each for spirit bonus makes it +7/+7 so marginally more accurate but no third iterative.
Better on to hit: Very marginally the Medium
UMonk, level 6 to damage: Normal damage // Medium, level 6: +2 per hit for spirit power but only has the two attacks.
Better damage per hit: Too close to call.
Both get a Style Strike with which to get leap kick for pseudo pounce.
And then with one feat (Spirit Focus, Champion) the Master of the Medium gets an additional +1 to hit, damage and AC. If a Gillman then a further +1/+1/+1 every 6 levels using FCB.
It’s tough. I mean the Medium can’t Haste until level 7 but can then Haste the whole party. Is that worth Abundant Step? Guess it depends on party comp.
For AC one has a dependence on WIS or CHA and the other wears light armor. If Mage Armor is available then UMonk probably tanks better.
For saves it’s Fort/Refl strong for UMonk. Will strong for Medium.
It’s a tough call but I’m leaning Medium for boss fights.
If you have a decent point buy I’ve been playing an unchained monk/sorcerer going into mystery cultist.
4 level of scaled fist nets you ki, upgrade in unarmed damage, fast movement.
3 levels of eldritch scrapper sorcerer so you can get martial flexibility. I went with phoenix bloodline since their third level ability works well with monk.
Mystery cultist gives you sorcerer spells full progression while being a 3/4 BaB. Not many ways to achieve that. You do lose a level of spellcasting but I took the two feats to get it back.
I worshiped falyana, her obedience gives you a +4 to grapple. Lower levels id use enlarge person but eventually plan on doing some beast shape into a dire tiger to full attack and get free grapple.
Mystery cultist gives some really fun abilities too
Hobgoblins get an archetype called the Ironskin Monk, you trade out pretty much all of the mysticism of kung-fu in exchange for a surprising amount of hardiness and the flavour of someone too stubborn and mean-spirited to die.
In theory you can even wear light armour because you trade out everything that's lost from wearing armour, but ask your DM.
It can also double-up with a Hungry Ghost Monk, and once you reach level seven or nine, you're able to passively gain temporary HP with your flurry, effectively doubling your native DR.
By level eleven, unless you get eaten by a whale and forget you still have Abundent Step, you're almost as unkillable as a normie Paladin.
I played one in Reign of Winter, and a Witch threw a critical Snowball at me, and because I managed to natural 20 my Fort Saved, ignored something like thirty damage at level five before grabbing the Witch and beating her face in like Zeus at the end of God of War 3.
It was fantastic, I recommend giving it a look.
Light armor turns off flurry, so you'd probably be best off if you found an arch that stacks and removes it if you want to wear armor
That would be the Sohei then, but again since you're trading out all the magicalism for hankering down and slugging it out, it's not a bad idea to petition a fiat.
Or just spec into grappling, hobgoblins have an FCB bonus for that.
Master of many styles that takes grabbing and kraken style so you can grab and pin multiple opponents, works best on tiny-large sized, CMD often gets silly high for huge +
Champion of enlightenment is one of my favorite, could pair with scaled monk, my GM let me take the 3.5 feat Serenity so I could use wisdom for paladin things, but you can wield a reach weapon because martial proficiency from paladin, and still threaten adjacent because monk
Another master of many styles can take slashing grace and boar style for dex to damage and snake style to be a swashbuckler that fights unarmed
You're gonna have to give us some guidance on what you are looking for.
What more info do you need, they are looking for a cool monk or monk adjacent build that's starting at level 3 pretty sure everything else is up to the commenter to fill in with whatever they want to enable the build
Open hand 9/Thief 3 with Tavern brawler. Buy Hill giant/Cloud Giant elixirs for very high strength and melt literally everything. It’s possibly the most potent build in the game
If you go monk 8 / Thief 4 you get an extra feat, and you only sacrifice the resonant blast, which tbh, at this point, you kill everybody before you would use it anyway.
I think the only upside for resonant blast it lets you action attack with unarmed while holding a weapon. But definitely preference, both have their upsides.
I went 8/4 monk thief and used the 3rd feat to grab longbow proficiency, now if I move my bard/rogue into melee range of something I can apply aura of murder and then launch a ranged attack with titanstring that then procs sneak attack, with cloud giant it adds +8 to the main attack +8 to the sneak attack and then doubles everything for around 65 a shot. Thinking about running this although I am not sure yet if it works the same for honor mode.
Yeah its personal preference
Okay thank you 👍
Fighter 1 / OH Monk 6 / Fighter 1 / Thief 4.
Having Constitution Proficiency and be able to wear a Shield is really good. Yeah, you lose the bonus movespeed, but if you are being hasted you have enough anyway.
dont you lose wis to armor too?
Yes, but that's nothing. You start at 10 and thats max +4 in ch 1 and 2.
What's OH mean?
Open Hand subclass
OH monk/thief. Look at the prestigiousjuice builds on this sub
Everything I hear about monks is how amazing they are. I plan to try one on my second play through (in act 3 now). Wondering if they are straight OP or just an overlooked weakness.
Monks spiral out of control from Tavern Brawler, and should just stay pretty good if you avoid the feat. Effects that occasionally add dice to your damage will help supplement things well enough, and Tavern Brawler really just makes it go slightly off the rails.
There are plenty of ways and builds that “break” monks thats why people talk such high praise. But really if you just play normal monk and dont take tavern brawler or thief rogue with allied haste shenanigans, they are great but not OP. They excel in single target damage and high mobility.
Balances: Their range is limited, and to make use of unarmored perks they cant wear anything but clothing, no using that shiny new medium armor. There are many monk items in game that are amazing but it also means without them you can fall behind other martials. They lack AoE options too, so for the big army style fights or multiple small enemies they do very little, as opposed to a good ol fireball.
I played a normal monk like you described and a certain legendary item still totally broke the game wide open
The Soul Rejuvenation item set is bonkers. That whole fucking set amps Monk up x10.
To me they are the strongest and most fun martial with a tavern brawler build, which is nice since monk fans have dealt with them being garbage in table top for a long time. I’d say one of the main things balancing them as a main character is that they aren’t a charisma class
I’m BG3 in particular I think they are too three builds if only because they have the smoothest item curve. Felt like almost every merchant in the game has a cool monk magic item. Meanwhile my caster over here patiently waiting for that potent robe lolz.
Monks have pretty much no meaningful ranged option (we don’t talk about four elements, it doesn’t exist). Monk itself gets pretty great with all the items, but so long as you’re not using tavern brawler or multiclassing into thief for the extra bonus action it doesn’t get absurd. I ran pure open hand monk on my tactician run and had a great time.
I’m not sure how you can say they don’t have a ranged option. They’re proficient in shortbows, and are dex based, which means ranged is always viable (not optimal mind you). Plus, throwing items are a thing, and also highly superior movement speed end game makes range almost obsolete.
Base Monk, even without the cheese is one of the strongest classes in the game (excluding multiclasses), especially Open Hand with Ki Resonance and Empowered punches.
They just have really good features like Stunning Strike obviously, unarmored movement, and their entire subclasses, as well as really monk-niche magic items which make them pop. Again, without even considering tavern brawler or multiclassing
My base monk, unarmored using cocophany, with empowered punches at level 12 had 22 AC, was immune to poisons and uneffected by difficult terrain while having a ton of extra movement.
No ranged necessary. Double this once you get illithid flight.
Going split class just waters it down and makes it weaker.
Add to that it was drow. So between drow and monk I got a ton of extra content options too.
Monk’s ranged option has pretty much always been to throw themselves at the enemy via ludicrous speed. You can of course use a shortbow if truly desperate, but honestly dashing as either an action or BA and attacking with the other proved more useful generally since it ends up being more damage than using the bow. I kind of wish darts were in the game since that’s the more typical ranged weapon for monk in 5e.
lol monk has no ranged option- what are you talking about?
Theres an endless stream of cheap weapons to throw, and you can pick them back up.
Tavern Brawler IS cheese, but it makes thrown weapons a very attractive option. Javelins, spears, barrels, you name it.
Yeah, four elements has been a meme forever in the tabletop community. They did some work to improve lackluster features for a lot of things in BG3, or added items to make up for it (hence how monk ends up being one of the highest DPR classes in BG3 while they’re by far the lowest in 5e), but there’s just no fixing four elements it seems. The cost of using the “spells” is simply too high to be sustainable. At least with BG3 you can simply rest constantly if you really wanted to.
9 monk 3 thief? 8 monk 4 thief? 8 monk 4 champion?
What do you guys think? Monk is already so good, so which version do you guys think will be the absolute best
I went 9 monk / 3 thief for 1d8 punch dmg and resonating.
The value of the fighter dip on monk is vastly overstated. It fixes your ac early but at massive cost by delaying your levels, sacrificing initiative, and costing you unarmored movement. I honestly can’t believe that anyone who has tried the unarmored version would ever recommend fighter again. Going first and having the movement to kill 3-5 enemies vastly outweighs the little bit of ac you get. Action surge is another trap choice for monks, who rely more on bonus actions. 2 fighter levels means 2 less ki: action surge gives you 2 more attacks per short rest, 2 ki gives you 4 more attacks per short rest.
Warding bond, haste, bracers of defense, gloves of dexterity, graceful cloth, there are many ways to mitigate the lack of ac on a monk. I would recommend starting with a spread of 17 str, 14 dex, 14 con, 13 wis. Round strength with tavern brawler at 4 and wis with auntie Ethel hair. Your ac and initiative will be solid and your damage will be insane. You can keep this spread for awhile and use graceful cloth and damage gloves, or you can respec and use dexterity gloves when you get them which would allow you to go 17 str 8 dex 16 con 15 wis. Act 3 you dump con and use the amulet.
9 monk 3 thief just feels massively better than the fighter version, and you’re able to equip some of the insane stat sticks.
Could you detail the stat sticks part what does lvl9 change regarding this ?
When I compare to the dip for heavy Armor, well we don't get resonating strikes but we can dump Dex and equip shield and Armor.
We can get 1 or 2 AC from stat sticks but it still way under the dip way.
9/3 looks pretty squishy to me
When you have weapons equipped, generally you can’t make unarmed attacks with your main action. But you can bypass that with stunning strike and resonant punch. By level 9 open hand it’s worth it to equip weapons for their bonuses, since you have resonant punch and plenty of ki to spend on stunning strike. There are a variety of good stat sticks, a lot of people would use the resistance mace or unarmed damage quarterstaff, I liked using ambusher + bloodthirst.
we can dump dex
Frankly dumping dex is not good in this game. Initiative is very important and every point matters quite a bit since it’s a d4 roll. A monk that goes first and kills/ccs 3-5 people will end up taking a lot less damage than the heavy armor monk who goes last and kills the one enemy he can reach. Late game your ac will be in the 21-23 range which is more than enough even on tactician. In exchange for a couple points more ac, the fighter gives up initiative, resonant punch, unarmored movement, kushigo counter, ki points, and the ability to equip stat sticks. It’s just not worth the trade off.
What leveling order would you recommend for this build? 5 monk then 3 thief? 3 then 3?
5 or 6 monk first at least. I’d probably stay pure monk until 8 and then respec to monk 5 / thief 3, with your first level in rogue for the proficiencies.
I went 6 monk 4 thief 2 fighter for the extra feat
Open hand monk 9, thief 3. Monk 9 has the all important resonant ki attack which can be made unarmed automatically. Usually the extra unarmed attack that costs a bonus action must be after a melee weapon attack. Your turn order would look like Melee attack, melee attack, unarmed attack. Action and bonus action spent. Or you could flurry of blows and spend a ki point for two unarmed attacks, and then Melee attack twice with your action. But you don't get to use the extra unarmed attack from doing melee attacks. Feels wasteful, especially when you have unarmed attack improving gear. You. Want. To. Be. Punching. Not quarterstaff and then punch.
Ki resonance attacks can be unarmed automatically, using your action. That means your turn is now ki punch, ki punch with your action; then ki punch again with your bonus action. So with double bonus action from thief 3, you can ping pong around the battlefield doing 4 unarmed attacks with all the stacked up gear and abilities making them very strong. Then by just spending a ki point, no action or bonus action cost you can do the resonant ki-blast for a 3d6 force damage in an area of effect around one target.. AND...if you ki blast a target who is next to another ki punched target who is resonating; they also detonate for 3d6 area of effect force damage.
So if you do all other unarmed damage improving gear including staff's that improve unarmed attack and gloves and rings for extra damage on unarmed strike; truly insane numbers.
Depends on the fight. The second feat was less impactful for me since I was Tavern Brawler using Str potions, therefore the main use would be +2 Wisdom.
That is decent, but the extra burst from Action Surge is great.
Resonating blast is a good way to give monk AOE, but my casters do the AoE while I single target
It's also for heavy armour + shield, if you're into sacrificing your monk movement and unamoured features.
Tavern brawler is definitely the best version but going full dex really isn't much under it for those wanting a dex playthrough. I made the mistake of going monk on my first playthrough because I've mained monk in every game going back to Everquest and without looking anything up (minus the house of hope gloves I looked those up) did 9 monk 3 thief and would finish most fights in just my monks turn. It was fun being insanely OP but I barely got to play the other characters lol.
Could do fighter 2 for heavy armor, shields, and action surge. Then monk 6 thief 4. My monk has like 28 AC buffed.
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)
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?
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.
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
I am interested in doing 4 elements, but I read online that it's pretty bad. Going to be playing on regular difficulty.
I want to play Tav, probably not an origin character for my first playthrough.
The problem with 4 elements is that the spells from it are not as good as the spells other classes cast for free, they're really ki costly, and the only good ones do things like make a target fall prone or push them...which the open hand monk already adds on to their flurry of blows bonus action for free. So 4 elements is a poorer caster compared to other casters and a poorer monk compared to other monks.
I tried playing 4 elements and respecced to open hand, and I'm having a lot of fun. Made a full monk/cleric build I called the murim lord, actually just uploaded the build here! https://www.reddit.com/r/BG3Builds/comments/17qb6ui/the_murim_lord_build/
I like the 6/6 monk cleric! I think I will indeed go Open Hand because it's the most practical.
You might want to take monk up to 9, cause you get evasion at 7 and resonating punch at 9 (essentially an AOE that can hit multiple times if you get a bunch of enemies resonating at the same time and then detonate it)
Shoutout to Prestigious Juice for this excellent monk guide. I did my first full playthrough recently and this monk carried the team. Crazy mobility and crazy damage. https://www.reddit.com/r/BG3Builds/comments/171kt8r/the_best_sustained_single_target_damage_optimal/
Hey guys, im starting monk and would like some DPS builds for Hard Mode Missions/Vanquish/ Carto. Anyone got some DPS builds they would like to share. I understand they are not a DPS class but there has to me some people in this sub reddit that came up with a build that works well. Thank you in advance and can’t wait to see them all
Your best bet for a Smiting build would probably be Ray of Judgement (best coupled with heroes that can reliably AoE snare) You can also go /Mesmer and bring Echo together with Reversal of Damage and Smiter’s boon for reliable damage and healing
If you’re running a Tank hero that you can send in to ball up enemies you can also bring Retribution and Holy Wrath to deal damage to enemies attacking your Tank.
There are tons of fun options for a dps Monk, and yeah sure there are better alternatives but as long as you’re running good builds on your heroes you’re going to be absolutely fine so don’t worry about Meta builds
I used to run dagger spammer but lately I enjoyed Scythe.
https://guildwars.magical.ch/Owoj4sp6qSaXAYXXcfvl0kqizDA
This looks sick
Does anyone remember the patches RoJ wouldn’t scatter.
FowSC was just RoJway, actually everything was RoJway
God smited down every enemy in GW for those patches.
Hey welcome in the monk player group!
Here are the build i used while doing GWAMM with my Mo (can't link creator of each build but i'm not the theorycrafter of these)
Mo/W with anniversary hammer and elite: https://guildwars.magical.ch/OwETAZXOTKsW8poYp4qYhYeQVE
Mo/R pet (did some hard 4man party and mission with this): https://guildwars.magical.ch/OwIT8GHbZaVUWC34z434mg2YeA
Mo/A APromise (the classic) : https://guildwars.magical.ch/OwcTAHH7ZaBaX0mMmUNy6zlg6D
Mo/X RoJ with build in snare: https://guildwars.magical.ch/OwUSAZHTLB+M2iUfuEWfqRwl
Mo/A dagger spam: https://guildwars.magical.ch/OwcTAnH3Zyhhh5g5Ush4uimUVE
(this one has a variant with Shield of Regeneration instead of Mark of Protection)
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
This would result in an easier early game for sure, good point.
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.
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.
End game armour >!Helldusk Armour from House of Hope!<
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.
Playing RPG games growing up, I almost always went for a rogue character. Being sneaky and creeping around and finding a good spot to light up enemies with arrows or get a good backstab in was always my preferred playstyle. Every so often I’d dabble into a mage character, but rogue always had my heart. Then I started getting into DnD and now I’m obsessed with BG3 and have been trying out different characters and I think my newest obsession is a monk character. I was insanely addicted to playing as a draconic sorcerer but I think my caster days are behind me now. Monk feels so uniquely different from all the rest of the characters. I’ve only messed around with open hand monk so far but Shadow Monk sounds super cool and I keep hearing about Drunken Monk?! Running around pump slapping fools has just been too much fun.
Just curious to see what everyone else really enjoys playing as. Whats your sweatiest, most try hard character build? What’s one that you have the most fun on?
I’ve been playing as an open-handed monk for the last three playthroughs and it’s SO MUCH FUN. If you play as Durge, you get a piece of gear that lets you turn invisible for two turns after a kill, so you can zip around the combat area without anyone seeing you. If you multiclass with rogue thief, and get a specific piece of gear in Act 3, then you can get FOUR bonus actions per turn. I’m a tornado of unstoppable death and it’s so much fun.
It also makes some fights super easy. I killed Orin before she could take a single action - just stun locked her and then destroyed her with furry of blows. 10/10 recommend playing as a monk at least once.
Holyyyyy!!! I’ve beaten the game as a Bard Tav and Sorcerer Durge, but can’t stop making new characters and replaying now! I remembered finding so much useful gear specifically for unarmed characters so I really wanted to be able to make good use of those! I really need to read up more on 5e Monks in general. The class just seems soooo much fun!
Vengeance Pally (avoid openly murdering green characters and your oath is basically safe) is my top tier (I'm the guy who loves the Light of Creation+lvl 6 Pally aura, no stuns) or a OHTB Monk. They're busted and fun as hell.
My type of character was either a tank paladin style that can lead the charge or a slimy ranger that shoots first and asks questions later.
The good thing is that in any rpg, at least one of these archetypes is op if not both.
Paladin is next on my list! I’ve dabbled a little with Minthara and respeccing SH into Pally/Cleric. Divinely smacking fools is definitely a lot of fun. For whatever reason, “warrior” or “tank” style characters never appealed to me in the past but BG3 and DnD have me wanting to try all the things!
Enjoy Playing: Eldritch Knight, no specific build. As a Fighter, I get proficiency in all armor and weapons, so when I find some new magical doodad, I get to try it out without respeccing 99% of the time. I also generally equip myself with armor and weapons that let me cast spells, just for flavor. I know using my Blasting Circlet and Gloves of Cinder and Sizzle isn't likely the best use of my Action and Action Surge, but it's fun. Same thing with using Psychic Spark and Ne'er Misser for more Magic Missiles.
Sweaty try-hard: Still Eldritch Knight, but with a specific build.
Before combat: apply Crawler Mucus to Titanstring Bow. Start combat: offhand attack with the Baneful to apply Ability Drain, Bane, Reverberation, and (potentially) Noxious Fumes. This also grants me Arcane Synergy. This target now has Disadvantage and -1d4 to its next saving throw against my next spell; which is Hold Person (or Monster). Action Surge, then shoot the target with Arrows of Many Targets. Since they are Held, these point-blank shots are guaranteed critical hits, which guarantees critical hits for all enemies hit by the ricochet. Furthermore, these enemies need to save against the Crawler Mucus to avoid Poison and Paralysis, and since Caustic Band deals acid damage to all of them, they also need to save against Noxious Fumes or each enemy becomes an AoE that hits other enemies near them. Any enemy that hits the Cull the Weak threshold in this chain then explodes and deals psychic damage to even more enemies around them.
I always play a multi class character. I like being versatile
I tried rogue 3/ monk 5 and way of the four elements subclass but I felt weak or just unsatisfied. Any suggestions ?
I had a lot of success of thief (two bonus actions!) and OH monk. With level five monk you have extra attack. And with the bonus actions (and using at least one ki point per turn) you’re doing four attacks per turn.
And you have stunning strike. Stunning strike/topple all give advantage on your other attacks. Eventually you can be doing 30-70 dmg per bonus action
I was doing the tavern brawler OH monk builf and I got frustrated to find a strenght elixir. Btw using stunning attack before using other skills is logical ngl.
I remember toppling Gyrm on my OH Monk playthrough and punching him to pieces while it laid on the floor under the hammer lol. Topple is an amazing ability.
You may be locked out or have killed her by now, but Auntie Ethel sells 3 strength potions a day. I stock up a ton at the beginning, lol.
there’s some good monk equipment that increases ur unarmed attacks that I found with the tavern brawler feat I wasn’t missing/needing the elixir on my HM run except for more difficult or big baddies fights
Early game equipment I chased was Cats grace from Esther, sparkle hands in the bog, and the sentient amulet so you don’t have to be short resting to regain all that ki you’re burning through
So what holds 4 elements Monk back is that you can quickly burn through Ki points if you're not paying attention, and you get a fairly decent boost to your monk 'spells' at level 9, so you want to monoclass until then.
As others have said, Open Hand Monk synergizes with Theif Rogue much better, as it's already focusing on unarmed attacks, and then with the extra bonus action you can just Flurry everything to death.
Also with Open Hand Monk it's common to go Dex instead of Strength, grab Tavern Brawler for stronger unarmed attacks, and then supplement the missing Strength with an elixir of Hill Giant's strength (which you can get as early as The Grove).
If you wanna stick to 4 Elements, Fangs of the Fire Snake is technically an unarmed attack, so you could still grab Tavern Brawler with a Strength elixir.
If you go that route don't forget Aunt Ethel sells 3x Hill Giant Strength elixirs per long rest. You can get enough to last you well through until Act 3 for one character.
Even better, she restock each time you take a level.
Oww I wish I knew it sooner :p thx tho
Water whip too correct?
Just do 8 monk lol
Way Of Open Hand is a pretty good subclass for multiclassing with Thief rogue
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 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
What would be the best/easiest leveling monk at the moment? Have run stick monks before and would be fine with that. Only caveat would be not a lot of buttons to push to play it effectively. If there is a build to point at somewhere, will work off of that... thanks in advance.
Np. Slightly expanding on it because some variations on stick monk seem to be popping up- I'd go pure 20 monk stick monk. There is no ability in the game that is worth giving up getting abundant step right at 12, with the 3 second cooldown and the huge ki gen henshin gets you can literally fly through quests.
The entire build is just whirlwind attack and spring attack at 6, abundant step at 12, and press those 3 buttons basically exclusively. You can press other buttons or take healing if you feel the need, but not necessary.
It’s stick monk. Add in 6 rogue to double dip the staff stuff and go dex based. You have a good heal with your t5 dark monk ability at the top of the tree. A few other aoe attacks to help clear. And you run fast and you got a leap.
I would just do pure monk. Unless you need 8 rogue for uncanny dodge for r10s pure monk is better in every way.
He did say leveling monk, so I’m assuming it’s probably just a pure tr run. Getting enough rogue lets you go heavy into that tree for more damage, more aoe attacks, and trapping if you are trying to maximize that xp.
If you're splashing for a second stick tree I'd probably do fist over rogue. Better imbue, second copy of wwa, ex smite
Stick monk dlord gives you a little more active rotation with roar and wwa, and the +2 crit is extra valuable with Bloom and S2P
Swf vkf isn't bad either with /3 fist for more aoe. Front load a lot of mp in heroic
Im on a Handwrap Aasimar build it I was running Reaper under-leveled with no problems. Ying has a really amazing build out. But it does require some button pushing.
Stick monk
After the monk changes where you get melee power with handwraps and especially once you can choose the monk past life feat for extra damage unarmed...handwraps with the whirlwind feat is better imo.
For leveling I'd much prefer the q-staff. Power attack for +10 damage in heroics, ancient power PL for another +6, and the extra stat scaling on THF makes it so that on my main I literally one shot 90% of non-boss mobs with a single big strike through hit, and it works super well without PLs too. Elemental Bloom's crazy damage profile, good paralysis CC, and constant bodyfeeder sustain also leads to an experience where I don't even bother taking the monk heal until somewhere past level 12 because you're just an unstoppable juggernaut.
I like handwraps a lot at cap and they are fine for leveling as well though. My experience with q-staff has just been that your limiter strictly becomes move speed and mobility, so it's hard for any option that isn't "move faster" to be appealing as an upgrade over just a sidegrade at best.
Not sure if this satisfies the "monk" request, but for 1-20, caster dragon disciple is very strong, and will outzerg any melee. I'm not sure about epics and higher though, I just did class lives, and supposedly there are scaling issues from epics onward.
I think i've read or heard there is a issue with the spell levels in epics - but not interested in any caster right now. Maybe revisit in another 10 or so lives, have only enjoyed caster artificer thus far.
Any good Monk builds to try? Trying to salvage an existing toon I was lvling with a triple element build that would eventually used a double herald. Perhaps a AoC Chaos Bow build?
I went chaos curse bow, poison burst arrow gas arrow toxic growth vine arrow, withering presence and despair, damage is nice. Using maim on poison burst arrow to slow down the mobs as that's the main weakness. Despair for bosses as it's a huge mana hog but really puts in work
Chonk obviously, reality rending and then can go chaos res or leech for energy shield. Grabbed chaos nodes and the poison cluster on the east side
I made a monk yesterday just doing bog standard ice strike invoker and its pretty good not as good as 0.1 but still doing most things pretty easily. When i get to the act 2 boss thats basically my "is this gonna make it?" Check because that boss seems way overtuned
I know that monks are horrible damage dealers, but I'm still want to try to contribute as a DPS to my group.
If monks are that bad then perhaps we can try a DPS main focus barbarian build?
Build rules:
We can use anything as long as it is official and... we will begin in level 11 so... please help me
Mountain Dwarf Mercy Monk 8/Beast Barbarian 3 or Totem Warrior Bear Barbarian 3
Monk + Barb has great synergy but is a really MAD class, so mountain dwarfs getting +2 to STR and +2 CON really helps your starting stats. Since your beast Barb claws count as simple weapons and they do t have the heavy or special property, they qualify as monk weapons, meaning you can do 3 attacks with your action as soon as you have extra attack, plus your normal monk bonus action attacks. On a normal turn, that is 3 attacks with your claws and one bonus action attack with your unarmed martial arts die, and with flurry of blows you get a 5th attack. You also get to apply your rage damage bonus to all 4 or 5 attack, so going 3 levels in beast barbarian improves your monk damage output significantly, and your rage gives you resistance to all physical damage. For more survivability, go with the totem warrior bear barbarian that gives you resistance to all damage except psychic while raging. You have less attacks, but you get to apply your rage damage bonus to all of them. With dedicated weapon, your dwarf can use a battleaxe as a monk weapon, so your first 2 attacks are 1d10 plus STR mod. Then you get your 1-2 bonus action attacks. Mercy monk is great damage regardless, since you can add hands of harm to your bonus action attack for 1 ki point and add martial arts die plus wisdom mod to an unarmed attack without even having to make an attack roll. Level 6 mercy monk gets to apply the poisoned effect with no save to an enemy you hit with hands of harm, a poisoned enemy has disadvantage on attack rolls and ability checks until the end of your next turn. You can also use your flurry of blows to heal yourself with hands of healing. Mercy monk is a great class overall, but combine it with the rage damage bonus for all the attacks you get and the resistances, it can be amazing. It really kicks on at level 8 so if you’re level 11 to start, you’ll be fine
Love this build! Quick question though: since you don’t seem to hit Barbarian 6, would your beast barb claws count as magical for overcoming resistance when you hit monk level 6?
Was gonna post the beast barb build. Another thing is a generous dm might let you use the claws for your unarmed attacks too, boosting low level damage even more. I would also mention that lizard folk work well with this too. Allows you to dump dex and still have decent AC, and gives you a d6 unarmed die at level 1 with a way to get a few temporary hit points as a bonus action.
Monks aren't the best in tier 3.
Not a super optimized build, but I like Half Drow Monk 8/Swashbuckler 3 with Crusher. Take rogue to 5, then monk 14.
If you want more DPR and have great stats, Bugbear Kensei 6, Gloom 3, Battlemaster 3.
I know that monks are horrible damage dealers, but I'm still want to try to contribute as a DPS to my group.
Here's the thing, DPS is not your role. Monks are skirmishers that excel at hit and run tactics. That being said: Tabaxi Way of Mercy/Open Hand monk with the Slasher feat, eventually taking mobile as well. Maybe start with a level in rogue if you're feeling spicy. Now, you can do multiple status effects per hit and then run away.
The best Monk build is a gunk.
You go for shadow monk custom lineage for gunner and use the optional features Focused Aim and Ki-Fueled Attack to give yourself a bonus action attack and short periods where you are able to do more nova damage than a crossbow battle master. You also take sharpshooter at 4.
You take around 6 levels and always have pass without trace active, if you feel like you need 1 or 2 more levels for Ki you can take those later but other dips are more relevant.
Otherwise you take the standard martial dips and the build would look something like this:
Custom Lineage, Gunner for 18 dex
Sharpshooter at monk 4
Shadow Monk 6 -->Gloomstalker 3 --> Battlemaster 3
If no one has picked peace cleric pick that one, if you lack access to a magical weapon go for forge, instead of monk 6.
This is the best martial build out there, monks do good damage when they are ranged.
There is a pretty high chance that this build will absolutely crush everything else at your table, if martials at your table are required to have sharpshooter/great weapon master and crossbow expert/polearm master to contribute this build will do pretty good. If you can just play a martial without worrying much about optimization i would recommend a straight peace monk instead with maybe dips in other classes.
Bonus points for being really fun to play. Hands down my favourite martial build in 5e.
Had a lv6 oneshot once where the DM challenged me to make an effective monk:
Attack twice, 13 16. 16 hits. Uses focused aim to turn 13 into 15. 15 hits. Bonus action attack. 18. 3 hits.
Rolled the 3d12+12 damage, getting a solid 30. Then added the 30 from sharpshooter.
The look was priceless.
This is correct, but also works with Mercy Monk.
Here you can watch one in action - https://youtu.be/KC9tTR2tAXE?si=D9nWbr9pms3A60Fy
That's cool and all, but if you're committed to playing a monk, you know you're not being optimal. People don't play monk to be a Gunk, they play it for the kung-fu anime bullshit. This is the kung-fu anime bullshit build. It's even got a catgirl/boy.
Official 5e doesn’t really have any lifesteal Barbs or Fighters.
If you’ve got a homebrew subclass you want opinions on you need to link it for us.
Far as just fun melee DPR builds go, a Beast Barb/Soulknife Rogue multiclass is a classic fun combat build.
B6/R5 slinging 4 attacks a round, or go B6/R3/F2 ready to nab a third fighter level with your next level up to add in echoknight for some really high attack options.
Melee DPR (we measure in rounds not seconds) is just not something a tier 3 monk will ever be great at.
If we are locked in as a melee DPR then -Mercy subclass, bugbear race, ruined background, touch of harm dark gift.
baldurs gate 3 monk builds
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