Baldur s Gate 3: Best Monk Class Build: Difference between revisions
QQOKelley0 (talk | contribs) (Created page with "<br>If you go for the Folk Hero background, though, pick up Insight and Persuasion from the list of Paladin starting skill choices. The Insight and Persuasion skills see a lot of use in dialogue checks throughout BG3 , and are worth becoming proficient in for virtually every character that has access to them.<br><br>Absolute Bane: When the wearer hits a creature with a weapon attack, it receives a 1d4 penalty to Attack Rolls and Saving Throws. The same penalty applies to...") |
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<br>If you | <br>If you're looking for a list of all the Gloves that you can find in [https://www.baldursgateguide.com/ Baldur's Gate 3 patch notes] Gate 3, we've got you covered. Click on the Item in the table below to learn more about each individual item. Each post shows a tooltip with more information, such as where to get it and other helpful information.<br><br>Absolute Bane: When the wearer hits a creature with a weapon attack, it receives a 1d4 penalty to Attack Rolls and Saving Throws. The same penalty applies to anyone using these gloves without bearing the Absolute's brand.<br><br>Generate a painfully intense ringing noise that deals 3d8 Thunder damage to all nearby creatures and objects. Affected creatures made of inorganic material such as stone have disadvantage on their saving throws. On a successful save, creatures still take half damage.<br><br>Call down a silvery beam of pale light that deals 2d10 Radiant damage to any creatures that enters it or starts its turn in the light. You can use an action to move the beam 18m. On a successful save, targets still take half damage.<br><br>Having yet another companion in combat can be really helpful, but the summons available through Find Familiar aren't very strong. Choose one with some utility, like the Raven or the Cat, who can inflict status effects on enemies or distract them instead of engaging in direct combat.<br><br>Monks who follow the Way of Shadow subclass will find themselves more easily able to pull off stealthy maneuvers and benefit from sticking to the shadows and out of sight. It's something between a melee and a ranged caster class, with lots of variety – now that the full release of Baldur's Gate 3 is here, fans are starting to understand just how strong this class can be.<br><br>Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.<br><br>In Baldur's Gate 3 the max level you can reach is Level 12, and most classes will have something to choose from at every level-up. Unfortunately, this BG3 Monk build has the fewest number of leveling choices to make. In fact, aside from your Subclass and Feats, Monks don't really have any leveling choices to make.<br><br>The Monk is one of three classes in Baldur's Gate 3 that put a particular emphasis on melee combat in virtually all builds. Monks take the concept of hand-to-hand combat very literally, offering bonuses and special attacks that require players to be Unarmed.<br><br>A multiclass Ranger build that invests two levels into the Fighter class will gain a lot more than it loses from levels 11 and 12. At Fighter 2, a character will gain the Action Surge ability, which costs a Bonus Action and grants an extra standard Action that turn.<br><br>In Baldur's Gate 3 , Ranger builds can be enhanced further with the use of specific consumables. Certain potions, like the Elixir of Vigilance, will grant combat-oriented bonuses for this best Ranger build, while others, like the Potion of Speed, will give Rangers more to do in turn-based gameplay.<br><br>Alter the terrain around you, allowing nearby allies in the area to travel with ease. You and your allies aren't affected by Difficult Terrain, can't be Restrained or Paralysed, and gain Resistance to Poison damage.<br><br>Interrupt a creature in the process of casting a spell, making it fail so it has no effect. The higher the level of the spell being cast, the harder it is to interrupt. You can always interrupt spells of 3rd level or lower.<br><br>Monks already have the ability to attack several times in a single turn, but by losing out on the last two Ki point upgrades and a feat choice, Monks gain this extremely powerful Fighter-exclusive skill.<br><br>Inflicts Produce Flame. A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action<br><br>Target yourself or an ally to become Hastened. The creature has a +2 bonus to Armour Class, Advantage on Dexterity Saving Throws, its Movement Speed is doubled, and can take one additional Action per turn.<br><br>Project a phantasmal image so frightening it makes targets drop whatever they are holding and become Fearful. If the target ends their turn where they can't see you, they can make another Saving Throw to shake off their fear.<br><br>Cause a metal weapon or armour to glow red-hot and force the creature touching it to let go or receive Disadvantage on Attack Rolls and Ability Checks. If the creature is only wearing metal armour, it always rcccivcs Disadvantage. If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another 2d8 Fire damage and force the creature to let go or receive Disadvantage.<br><br>Grant a semblance of life to a corpse, allowing it to answer questions. Skeleton and creatures killed with Acid, Fire, Lightning, Necrotic, or Radiant damage no longer have a mouth and can't be made to talk using this spell.<br> | ||
Latest revision as of 08:04, 4 November 2025
If you're looking for a list of all the Gloves that you can find in Baldur's Gate 3 patch notes Gate 3, we've got you covered. Click on the Item in the table below to learn more about each individual item. Each post shows a tooltip with more information, such as where to get it and other helpful information.
Absolute Bane: When the wearer hits a creature with a weapon attack, it receives a 1d4 penalty to Attack Rolls and Saving Throws. The same penalty applies to anyone using these gloves without bearing the Absolute's brand.
Generate a painfully intense ringing noise that deals 3d8 Thunder damage to all nearby creatures and objects. Affected creatures made of inorganic material such as stone have disadvantage on their saving throws. On a successful save, creatures still take half damage.
Call down a silvery beam of pale light that deals 2d10 Radiant damage to any creatures that enters it or starts its turn in the light. You can use an action to move the beam 18m. On a successful save, targets still take half damage.
Having yet another companion in combat can be really helpful, but the summons available through Find Familiar aren't very strong. Choose one with some utility, like the Raven or the Cat, who can inflict status effects on enemies or distract them instead of engaging in direct combat.
Monks who follow the Way of Shadow subclass will find themselves more easily able to pull off stealthy maneuvers and benefit from sticking to the shadows and out of sight. It's something between a melee and a ranged caster class, with lots of variety – now that the full release of Baldur's Gate 3 is here, fans are starting to understand just how strong this class can be.
Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.
In Baldur's Gate 3 the max level you can reach is Level 12, and most classes will have something to choose from at every level-up. Unfortunately, this BG3 Monk build has the fewest number of leveling choices to make. In fact, aside from your Subclass and Feats, Monks don't really have any leveling choices to make.
The Monk is one of three classes in Baldur's Gate 3 that put a particular emphasis on melee combat in virtually all builds. Monks take the concept of hand-to-hand combat very literally, offering bonuses and special attacks that require players to be Unarmed.
A multiclass Ranger build that invests two levels into the Fighter class will gain a lot more than it loses from levels 11 and 12. At Fighter 2, a character will gain the Action Surge ability, which costs a Bonus Action and grants an extra standard Action that turn.
In Baldur's Gate 3 , Ranger builds can be enhanced further with the use of specific consumables. Certain potions, like the Elixir of Vigilance, will grant combat-oriented bonuses for this best Ranger build, while others, like the Potion of Speed, will give Rangers more to do in turn-based gameplay.
Alter the terrain around you, allowing nearby allies in the area to travel with ease. You and your allies aren't affected by Difficult Terrain, can't be Restrained or Paralysed, and gain Resistance to Poison damage.
Interrupt a creature in the process of casting a spell, making it fail so it has no effect. The higher the level of the spell being cast, the harder it is to interrupt. You can always interrupt spells of 3rd level or lower.
Monks already have the ability to attack several times in a single turn, but by losing out on the last two Ki point upgrades and a feat choice, Monks gain this extremely powerful Fighter-exclusive skill.
Inflicts Produce Flame. A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action
Target yourself or an ally to become Hastened. The creature has a +2 bonus to Armour Class, Advantage on Dexterity Saving Throws, its Movement Speed is doubled, and can take one additional Action per turn.
Project a phantasmal image so frightening it makes targets drop whatever they are holding and become Fearful. If the target ends their turn where they can't see you, they can make another Saving Throw to shake off their fear.
Cause a metal weapon or armour to glow red-hot and force the creature touching it to let go or receive Disadvantage on Attack Rolls and Ability Checks. If the creature is only wearing metal armour, it always rcccivcs Disadvantage. If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another 2d8 Fire damage and force the creature to let go or receive Disadvantage.
Grant a semblance of life to a corpse, allowing it to answer questions. Skeleton and creatures killed with Acid, Fire, Lightning, Necrotic, or Radiant damage no longer have a mouth and can't be made to talk using this spell.