The monk class in Baldur’s Gate 3 has always had a unique place, with some controversy surrounding it.

While there are no companions who follow the path of cosmic enlightenment and fight with their bare fists, many players find monks to be a cool and intriguing choice.

If you’re one of those players, this guide will teach you how to build a powerful monk in Baldur’s Gate 3.

Starting as a Monk

Monks begin their journey with 8 hit points, plus their Constitution modifier.

They gain an additional 5 hit points, plus their Constitution modifier, for each level they attain. Proficiency-wise, monks are skilled with simple weapons and short swords.

They are proficient in Dexterity and Strength saving throws and can choose two skills from the following list: acrobatics, athletics, history, insight, religion, and stealth.

Starting equipment for a monk includes a monastic robe, monastic boots, a quarterstaff, two health potions, and a Scroll of Revivify.Key Features of Monks

At level 1, monks already possess several unique class features:

1. Flurry of Blows

Flurry of Blows is the signature feature of monks. It allows you to unleash two quick punches in succession by spending a bonus action and a ki point.

Interestingly, you can use Flurry of Blows even when wearing armor, unlike in D&D 5th edition.

2. Ki

Ki is a magical energy that flows through all living creatures and powers monks’ special abilities, such as Flurry of Blows.

You start with two ki points at level 1, which recharge on a short rest. Each additional monk level grants you an additional ki point.

3. Martial Arts

Monks can use either Dexterity or Strength for their attack rolls when using unarmed attacks or monk weapons.

They also have the “Deft Strikes” feature, which adds 1d4 bludgeoning damage to attacks made with unarmed strikes or monk weapons.

Additionally, they can make a bonus unarmed strike after attacking with a monk weapon or unarmed strike.

Monk Subclasses Overview

Monks have three distinct subclasses in Baldur’s Gate 3, each offering a unique playstyle:

Way of the Open Hand

This specialization focuses on unarmed combat and mastering ki control. These monks are excellent at punching things and performing extraordinary feats.

They have a variety of combat options, such as pushing or toppling enemies with their Flurry of Blows.

Way of the Shadow

Monks of the Way of the Shadow are akin to ninjas or shinobi. They excel at stealth, assassinations, and staying hidden in the shadows.

They gain features that make them highly effective in darkness and at eliminating targets covertly.

Way of the Four Elements

Monks of this path harness their ki to manipulate the elements.

They can unleash elemental attacks, like fire and sunder attacks, as they level up.

Tips for Playing a Monk

Your Armor Class benefits from Wisdom, so focus on maximizing Dexterity for better chances to hit and increased defense.

Way of the Open Hand offers versatility and control in combat, making it a good choice for new players.

Consider the Tavern Brawler feat if you opt for a Strength-based monk, as it complements your martial arts damage bonus.

Monk Progression

LevelFeatures
1Flurry of Blows
1Ki
1Unarmoured Defence
1Martial Arts: Dextrous Attacks
1Martial Arts: Deft Strikes (1d4)
1Martial Arts: Bonus Unarmed Strike
2Unarmoured Movement
2Patient Defence
2Step of the Wind: Dash
2Step of the Wind: Disengage
3Deflect Missiles
3Martial Arts: Deft Strikes
4Slow Fall
4Choose a Feat
5Extra Attack
5Stunning Strike
5Stunning Strike
6Improved Unarmoured Movement
6Ki-Empowered Strikes
7Evasion
7Stillness of Mind
8Choose a Feat
9Advanced Unarmoured Movement
9Martial Arts: Deft Strikes (1d8)
10Improved Unarmoured Movement
10Purity of Body
11Subclass Feature
12Choose a Feat – Choose one from the Feats list

Level 1

  • Flurry of Blows: At level 1, you gain access to Flurry of Blows, one of the monk’s signature features.
    • This ability allows you to execute two rapid unarmed strikes in quick succession. T
    • o do this, you must expend a bonus action and spend a ki point.
    • It’s worth noting that, unlike inn D&D 5th edition, Baldur’s Gate 3 allows you to use Flurry of Blows even if you are wearing armor.
  • Unarmored Defense: Instead of relying on heavy armor like other classes, your monk’s defense hinges on their wisdom.
    • You add your Wisdom modifier to your Armor Class, making it imperative to maximize your Dexterity to enhance your chances of hitting your foes while still maintaining solid defense.
  • Martial Arts: With Martial Arts, you gain versatility in your attacks.
    • This feature allows you to employ either your Dexterity or Strength for attack rolls when using unarmed strikes or monk weapons.
    • Additionally, you can deal 1d4 bludgeoning damage when executing unarmed attacks or attacks with monk weapons.
  • Bonus Unarmed Strike: Following your initial attack with a monk weapon or an unarmed strike, you can perform an extra unarmed strike as a bonus action. This bonus attack can be a valuable tool in combat, allowing you to deal additional damage when the opportunity arises.

Level 2

  • Unarmored Movement: Your movement speed increases by an additional 3 meters (10 feet) when you’re not wearing armor or carrying a shield.
  • Patient Defense: By using a bonus action, you can make attack rolls against you have disadvantage until the start of your next turn. While this buff is active, you also have advantage on Dexterity saving throws.
  • Step of the Wind: This feature has two abilities:
    • Dash: Doubles your movement speed, but you need to spend a ki point and use your bonus action to activate it.
    • Disengage: Allows you to move without provoking opportunity attacks. It also requires a bonus action and a ki point.

Level 3

  • Deflect Missiles: You can use your reaction to reduce the damage from a ranged attack by 1d10 plus your Dexterity modifier and monk level.
    • If the damage is reduced to zero, you can spend a ki point to throw the projectile back at the attacker.
  • Martial Arts Strikes: This is an improvement of the previous “Deft Strikes” feature. Your unarmed attacks or attacks with monk weapons now deal 1d6 damage instead of 1d4.

Level 4

  • Slow Fall: Reduces the damage taken from falling by half when you use your reaction to activate Slow Fall.
  • You also get to choose a feat, which can further enhance your monk’s capabilities.

Level 5

  • Extra Attack: You gain an extra attack, allowing you to make two attacks when you take the Attack action.
  • Stunning Strike: You can spend a ki point and make a melee attack that has the potential to stun an enemy.
    • The target must make a Constitution saving throw with a difficulty class equal to 10 plus your Strength or Dexterity modifier (whichever is higher).
    • If they fail, they become stunned, losing the ability to move or take actions, bonus actions, or reactions for one turn.

Level 6

  • Improved Unarmored Movement: At level 6, your Unarmored Movement becomes even more impressive.
    • Your base movement speed increases by an additional 4.5 meters (15 feet) when you’re not wearing armor or carrying a shield.
  • Ki-Empowered Strikes: As you reach this level, your ki energy infuses your strikes with extraordinary power.
    • Your unarmed attacks now count as magical for the purpose of overcoming resistances and immunities to non-magical damage.

Level 7

  • Evasion: At level 7, you attain the remarkable Evasion ability. This passive feature enhances your resilience against spells and area-effect attacks and make you more effective against all kinds of wizards.
    • When you succeed on a Dexterity saving throw to evade a spell or effect that would deal damage, you take no damage at all.
    • Even if you fail the saving throw, you still take only half damage, showcasing your exceptional reflexes and evasive skills.
  • Stillness of Mind: Another feature you gain at this level is Stillness of Mind.
    • This ability allows you to clear your mind of mental influences such as being charmed or frightened.
    • When subjected to these conditions, you can use Stillness of Mind to shake them off by expending your action.

Level 8

  • Choose a Feat: Upon reaching level 8, you have the opportunity to choose a feat from a list of available options. This feat allows you to customize your monk further, tailoring your character to your preferred playstyle or filling any gaps in your abilities.

Level 9

  • Martial Arts Damage Increase: At level 9, your mastery of martial arts continues to evolve. Your unarmed strikes and monk weapon attacks now deal 1d8 damage, providing you with a more potent offensive arsenal.
  • Enhanced Unarmored Movement: Your Improved Unarmored Movement is further enhanced at this level.
    • Difficult terrain no longer impedes your movement, allowing you to traverse challenging landscapes with ease.
    • Your jump distance gains an impressive boost of 6 meters (20 feet) when you’re not wearing armor or carrying a shield, enabling you to leap great distances.

Level 10

  • Purity of Body: At this level, your monk attains a state of bodily purity that grants immunity to poison damage and makes you impervious to poisoning or diseases. This newfound resilience comes from your mastery of ki energy, which fortifies your physical form against such threats.

Level 11

  • Subclass-Specific Abilities: Level 11 marks a significant milestone in your monk’s journey. You gain unique abilities specific to your chosen subclass, whether it’s the Way of the Open Hand, the Way of the Shadow, or the Way of the Four Elements. These abilities reflect the specialization you’ve honed in your chosen path.

Level 12

  • Choose Another Feat: Once again, at level 12, you have the opportunity to select another feat from the available list. This choice allows you to further refine your monk’s abilities and adapt to the challenges you encounter on your adventures.

Way of the Open Hand

The Way of the Open Hand is a Monk subclass in Baldur’s Gate 3 that specializes in the art of unarmed combat.

These monks harness their inner ki to deliver devastating blows or heal wounds. This is much better than healing naturally is certain occasions.

They are masters of manipulating their enemy’s ki and possess unique abilities to control and disrupt their foes.

Here’s a closer look at the features and progression of the Way of the Open Hand Monk:

Level 3

At 3rd level, when you choose the Way of the Open Hand, you gain access to a unique set of Flurry of Blows actions. These actions allow you to manipulate your enemy’s position and status:

  • Topple: When you hit a creature with one of the attacks granted by your Flurry of Blows, you can force it to make a Dexterity saving throw. If it fails, the target is knocked prone.
  • Stagger: By making a Strength saving throw, you can push a hit creature up to 15 feet away from you.
  • Push: Another Flurry of Blows option that prevents the target from taking reactions until the end of your next turn.

Level 6

At 6th level, you gain access to three unique Manifestation features and Wholeness of Body:

  • Manifestation of Body: Your unarmed attacks now deal an additional 3~6 Necrotic damage. Your hands sap the ki from your enemies’ bodies, weakening them with every strike.
  • Manifestation of Mind: Your strikes interrupt the ki flow to your enemies’ minds, dealing an additional 3~6 Psychic damage. This psychic assault can disrupt their thoughts and concentration.
  • Manifestation of Soul: Infuse your strikes with ki from outside your body, dealing an additional 3~6 Radiant damage. Your attacks become imbued with divine energy, burning your foes from within.
  • Wholeness of Body: This action allows you to regain half of your Ki Points and enter a temporary state of wholeness. During this state, you can regain ki points and have an extra bonus action, making you a formidable force in combat.

Level 9

  • Ki Resonation: It involves hitting a creature with your bare fists, making the ki in its body resonate with yours. You can then make this ki explode with Ki Resonation: Blast, causing significant damage to the target and those nearby. It’s a powerful offensive tool in your arsenal.

Level 11

  • Tranquility: You are surrounded with an aura of peace during Long Rests. This aura grants you Sanctuary, making you immune to enemy attacks or spells. However, it’s essential to note that the Sanctuary condition ends if you attack or harm another creature.

The Way of the Open Hand Tips

This is the most straightforward monk subclass, but it doesn’t mean you can’t benefit from a few tips.

Armor Considerations

  • If gloves or boots are listed as armor, you’ll lose unarmored movement.

Weapon or Unarmed Attacks?

  • Early on, stick to unarmed attacks.
  • At level 9, unlock the ability to use fists with equipped weapons.

Toggleable Damage Types

  • Toggles can be found in the “Passives” tab at the bottom of the screen.
  • Radiant is a common choice due to enemy weaknesses.

Item Suggestions

  • Gauntlet of Shar can punish radiant damage.
  • Free the faerie for a protection item against the Shadow Curse.
  • Look for items to boost Strength above 20.

Way of Shadow

The Way of Shadow is a Monk subclass in Baldur’s Gate 3 that embraces the art of stealth and subterfuge.

Monks who follow this path are often referred to as ninjas or shadowdancers, and they excel in espionage and assassination.

Whether they belong to secretive clans or operate as members of thieves’ guilds, these monks are masters of deception and intrigue. Here’s an overview of the features and progression of the Way of Shadow Monk:

Level 3

  • Minor Illusion: At 3rd level, Way of Shadow Monks gain access to the Minor Illusion cantrip. This spell allows them to create illusions that compel nearby creatures to investigate, providing excellent opportunities for stealth and subterfuge.
    • Notably, this spell can be cast while silenced, making it a versatile tool for covert operations.
  • Shadow Arts: Hide: The Way of Shadow Monk can hide from enemies using Stealth checks. They can stick to the shadows and avoid enemy sightlines. However, it’s crucial to remember that attacking or casting a spell will reveal their location. This ability offers a quick and effective way to disappear from view when needed.
  • Shadow Arts: Pass Without Trace:With this ability, Way of Shadow Monks can call forth a veil of shadows and silence.
    • This veil provides a significant +10 bonus to Stealth Checks for the monk and nearby companions.
    • It’s a valuable tool for moving silently and unnoticed in the shadows.
  • Shadow Arts: Darkness: Monks of this subclass can create a dark shroud using the Darkness spell.
    • This shroud heavily obscures and blinds creatures within its radius. Additionally, it prevents ranged attacks from entering or leaving the area.
    • Darkness is a potent tool for controlling the battlefield and creating opportunities for ambushes.
  • Shadow Arts: Darkvision: By spending 2 Ki Points, Way of Shadow Monks can grant a creature the ability to see in the dark up to a range of 12 meters.
    • It’s important to note that Darkvision only helps in natural darkness and does not work in magical darkness or spells that create darkness.
  • Shadow Arts: Silence: The Silence spell creates a sound-proof sphere that silences all creatures within and makes them immune to Thunder damage. However, it’s worth noting that using this spell might turn the affected targets hostile.
    • This ability allows Way of Shadow Monks to control sound and disrupt enemy communication effectively.

Level 5

  • Cloak of Shadows: At 5th level, Way of Shadow Monks gain the Cloak of Shadows feature. By wrapping themselves in shadows, they become invisible if they are obscured.
    • This invisibility lasts for 10 turns or until they attack, cast another spell, take an action, or take damage.
    • This ability can be used infinitely as long as the monk remains at least lightly obscured.

Level 6

  • Shadow Step: This is a powerful ability that allows Way of Shadow Monks to teleport from shadow to shadow.
    • After using this ability, they gain Advantage on their next melee Attack Roll.
    • This feature provides both mobility and combat advantages, making it a versatile tool for monks who excel in hit-and-run tactics.

Level 11

  • Shadow Strike: At 11th level, Way of Shadow Monks gain access to Shadow Strike, a devastating attack.
    • This ability adds an additional 3d8 damage to your strikes and allows you to teleport to a foe from a hidden position.
    • You strike them with the creeping, psychic ferocity of the shadows themselves, dealing substantial damage in the process.
  • Shadow Strike: Unarmed: This is a variation of Shadow Strike that deals 7-35 damage (1d8+4 Bludgeoning + 3d8 psychic damage).
    • Like the standard Shadow Strike, it allows you to teleport to a foe from a hidden position, delivering a potent blow that combines physical and psychic damage.

The Way of Shadow Monk excels in espionage, stealth, and surprise attacks.

Whether disappearing into the shadows or striking from hidden positions, they are masters of subterfuge and deception, making them formidable assassins and spies.

Way of Shadow Tips

To help you make the most of this intriguing subclass, here are some valuable tips and insights shared by fellow players:

Master Shadow Step for Tactical Advantage

One of the signature abilities of the Shadow Monk is Shadow Step.

This skill lets you teleport to any shadow as a bonus action, giving you unparalleled mobility and positioning in combat.

Make the most of this ability to strike from unexpected angles and keep your foes guessing.

Strength-Based Monk Builds

For those who prefer a more brawler-like approach, exploring a strength-based Monk build with the Tavern Brawler feat can be highly effective.

This build allows you to deal more damage with unarmed attacks and can be a fun alternative to the traditional dexterity-based Monk.

Choose Companions Wisely

Your choice of companions can influence your gameplay style.

While Shadow Monks excel in stealth and agility, having party members like Shadowheart, Gale, or Astarion can complement your abilities.

Keep in mind that companion availability and interactions can change throughout the game’s development.

Embrace Utility and Movement

Shadow Monks shine in terms of utility and movement.

Utilize your character’s exceptional mobility and stealth abilities to your advantage.

Exploit shadows and darkness to remain hidden, gain advantage in combat, and unleash sneak attacks.

Don’t Neglect Ranged Attacks

Remember that Way of Shadow Monks can be proficient with ranged attacks, especially when operating from a position of stealth or darkness.

Using special arrows and ranged attacks strategically can be a game-changer.

Way of the Four Elements Subclass

The Way of the Four Elements is a Monk subclass in Baldur’s Gate 3 that taps into the power of the natural world, channeling the elements through their ki.

These monks have honed their inner energy to manipulate fire, water, air, and earth, turning them into formidable combatants and versatile spellcasters.

By choosing the Way of the Four Elements Monk subclass, you unlock a unique path of progression, granting you mastery over elemental forces.

Level 3

  • Choose 3 Spells: Disciple of the Elements (Subclass Feature): At 3rd level, you gain access to the Disciple of the Elements feature.
    • This unique ability allows you to select three elemental spells from a diverse list.
    • These spells include various elemental-themed attacks and utility abilities.
  • Harmony of Fire and Water (Action): In this early stage of your journey, you also unlock the Harmony of Fire and Water action.
    • This action lets you regain half of your Ki Points, rounding down, while you are not in combat.
    • You can use this action once per long rest.

Level 6

  • Gained a Spell: Disciple of the Elements (Subclass Feature): At 6th level, your mastery over the elements deepens, allowing you to acquire another elemental spell from the Disciple of the Elements feature.

Level 9

  • Level 9 – Improved Elemental Casting (Subclass Feature): When you reach 9th level, your affinity with elemental ki reaches new heights. Several of your offensive Four Elements features now deal additional damage.
    • Notably, your Clench of the North Wind can now hold an additional creature, and your Embrace of the Inferno fires an extra ray, significantly boosting your elemental powers.
  • Gained a Spell: Disciple of the Elements (Subclass Feature): At this stage, you gain yet another elemental spell through the Disciple of the Elements feature, further expanding your arsenal of elemental abilities.

Level 11

  • Level 11 – Gained a Spell: Disciple of the Elements (Subclass Feature): As you advance to the 11th level of your journey, you gain access to one more elemental spell from the Disciple of the Elements feature, broadening your elemental mastery even further.

All Way of the Four Elements Spells

Level 3Level 6Level 11
Blade of RimeClench of the North WindFlames of the Phoenix
Chill of the MountainEmbrace of the InfernoMist Stance
Fangs of the Fire SnakeGong of the SummitRide the Wind
Fist of Four Thunders
Fist of Unbroken Air
Rush of the Gale Spirits
Shaping of the Ice
Sphere of Elemental Balance
Sweeping Cinder Strike
Touch of the Storm
Water Whip

This table provides a clear overview of the Way of the Four Elements Monk spells and their respective unlock levels.

Water Whip

Harness the power of water to strike your foes. This spell delivers 3d10 (3~30) points of Bludgeoning damage, possibly pulling the target towards you or knocking it prone. Range: 9m. Ki Cost: 2 Ki Points.

Touch of the Storm

Infuse your strikes with lightning, dealing 1d10(1~10) points of Lightning damage. The target is unable to use reactions, and this spell has an advantage against creatures wearing metal armor. Range: Melee. Ki Cost: 1 Ki Point.

Sweeping Cinder Strike

Unleash a wave of fiery destruction with this spell, dealing 3d6 (3~18) points of Fire damage. It ignites flammable objects and creatures, and on a successful save, targets still take half damage. Range: 5m. Ki Cost: 2 Ki Points.

Sphere of Elemental Balance

Hurl a sphere dealing 3d8 (3~24) points of Thunder damage. It might also create a surface on impact. Range: 18m. Ki Cost: 2 Ki Points.

Shaping of the Ice

Create a climbable ice cube with this spell. Duration: 10 turns. Range: 18m. Ki Cost: 1 Ki Point.

Rush of the Gale Spirits

Summon a strong wind to clear clouds and push creatures back, forcing them off balance if they fail a Strength saving throw. Duration: 1 turn. Range: 12m. Ki Cost: 2 Ki Points.

Enemies affected by the Off Balance status have Disadvantage on Strength and Dexterity Checks. Attacks made against an enemy that is Off Balance have Advantage.

Fist of Unbroken Air

Strike your target with the force of the wind, dealing 3d10 (3~30) points of Bludgeoning damage if the target fails a Strength Saving Throw. In addition, you also push the target back 6m and knock it prone.

On a successful save, the target still takes half damage. Range: 9m. Ki Cost: 2 Ki Points.

Fist of Four Thunders

Release a thunderous wave that pushes away creatures and objects that fail a Constitution saving Throw, dealing 2d8 (2~16) points of Thunder damage. On a successful save, targets still take half damage. Range: 5m. Ki Cost: 2 Ki Points.

Fangs of the Fire Snake

Hit your foe from a distance, dealing1d6+3 Bludgeoning damage +1d10 Fire damage and your next melee attack deals aditional 1d4 Fire damageto to the target. Range: 6m. Ki Cost: 1 Ki Point.

Chill of the Mountain

Invoke the cold mountain winds to reduce the target’s movement speed by 3m and deal 1d10 (1~10) points of Cold damage. Range: 18m. Ki Cost: 1 Ki Point.

Blade of Rime

Throw a shard of ice that deals 1d10 Piercing damag + 2d6 Cold damage to nearby targets. It leaves an ice surface.

This spell can be cast while silenced. Duration: 2 turns. Range: 18m. Ki Cost: 2 Ki Points.

Gong of the Summit

Unleash a deafening gong that damages all nearby creatures and objects with 3d8 (3~24) points of Thunder damage if they fail a Constitution Saving Throw.

Creatures take half damage when they succeed on their Saving Throw.

Creatures made of inorganic material have a disadvantage on their saving throw. Range: 18m. Ki Cost: 3 Ki Points.

Embrace of the Inferno

Release three flaming rays, each dealing 2d6 (2~12) points of Fire damage. Range: 18m. Ki Cost: 3 Ki Points.

Clench of the North Wind

Hold a humanoid enemy still, preventing them from moving, acting, or reacting. Attacks from within 3m are always critical hits. Duration: 10 turns. Range: 18m. Ki Cost: 3 Ki Points.

Ride the Wind

Gain the ability to fly until your next long rest. Ki Cost: 4 Ki Points.

Gaseous Form

Transform into a tiny, misty cloud, becoming difficult to damage and fitting through small openings. While transformed, you can’t attack, cast spells, or speak. Duration: Until your next long rest.

Flames of the Phoenix

Launch a bright flame that explodes upon contact, dealing 8d6 (8~48) points of Fire damage to everything in the vicinity. On a successful save, targets still take half damage. Range: 18m. Ki Cost: 4 Ki Points.

Tips for Mastering the Way of the Four Elements

This subclass is by far one of the most complex classes in Baldur’s Gate 3. You have spells, ki points, flurry of blows, and many other monk skills all on top of one another.

If you feel a bit lost, don’t worry, I’m here to help.

You might find useful the tips and tricks I put together for Way of the Four Elements Monks:

Choosing Elemental Disciplines

  • Choose your Elementa disciplines wisely:
    • Fangs of the Fire Snake: Extend reach and deal fire damage.
    • Water Whip: Control battlefield by pulling/knocking foes.
    • Fist of Unbroken Air: Knock foes away for crowd control.
    • Blade of Rime: Ideal for area-of-effect damage.

Combine disciplines for maximum impact.

  • Example: Use Fangs of the Fire Snake for fire damage, then Stunning Strike for crowd control.

Proper Resource Management

  • Ki points are crucial:
    • Use conservatively in easier encounters.
    • Save for tough battles/boss fights.
    • Utilize short rests and Harmony of Fire and Water feature for ki point recovery.
    • Avoid overspending ki points during combat.

Enhance Elemental Abilities

  • Equip items to boost elemental abilities:
    • Cloak of Protection for increased AC/saving throws.
    • Try to use weapons with extra elemental damage.

Best Monk Multiclass Builds

Monks are known for their unique combat style, unarmed strikes, and special abilities like Ki.

However, multiclassing can open up new possibilities and enhance your character’s abilities in different ways.

In this section, we’ll explore some of the best multiclass builds for Monks in Baldur’s Gate 3.

Each build will be explained in detail, specifying how many levels you should take in each class, why it’s effective, and how to play it effectively.

Monk 9/Rogue 3

  • Why: A Monk/Rogue combination can be highly effective, particularly if you choose the Thief subclass for Rogue.
    • By taking 3 levels in Rogue, you gain access to the Thief’s Fast Hands ability, which grants you an extra bonus action.
    • With this extra action, you can use Flurry of Blows more frequently, allowing for additional unarmed strikes.
    • Additionally, you gain expertise and sneak attack, which can increase your damage output.
  • How to Play: Focus on positioning yourself strategically in combat to take advantage of sneak attack opportunities.
    • Use your bonus actions wisely, alternating between Flurry of Blows and other Rogue abilities to maximize damage and mobility.

Monk 10/Warlock 2

  • Why: A Monk/Warlock build can be intriguing, especially if you plan to play a shadowy character.
    • Two levels in Warlock can provide you with the Devil’s Sight invocation and the Hex spell.
    • With Devil’s Sight, you can see through magical darkness, making you nearly untargetable while standing in areas of darkness.
    • Hex can enhance your damage output by dealing additional damage on each of your attacks.
  • How to Play: Cast Darkness on your surroundings to obscure vision, then use Devil’s Sight to see through it.
    • Engage enemies from the cover of darkness, delivering devastating blows with your Monk abilities.

Monk/Ranger (Gloom Stalker subclass)

  • Why: The Monk/Ranger combination can offer impressive synergy, especially when you choose the Gloom Stalker subclass for Ranger.
    • Gloom Stalkers gain invisibility in darkness, increased movement speed, and additional attacks on the first turn of combat, which works well with the Monk’s hit-and-run tactics.
    • Additionally, Rangers can provide access to Hunter’s Mark, further boosting your damage.
  • How to Play: Use your increased movement speed and invisibility in darkness to approach enemies quickly and engage them with your flurry of blows.
    • Activate Hunter’s Mark to deal extra damage, making your attacks even more devastating.

These are just a few examples of multiclass builds for Monks in Baldur’s Gate 3.

Ultimately, the key to a successful multiclass build is to have fun and play your character in a way that aligns with your preferences.