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* Using a {{action|bonus}} and a {{R|ki}}, punch twice in quick succession. Equivalent to two normal unarmed attacks.
* Using a {{action|bonus}} and a {{R|ki}}, punch twice in quick succession. Equivalent to two normal unarmed attacks.


==== {{SAI|Unarmoured Defence (Monk)|w=40}} ====
==== {{SAI|Unarmoured Defence (Monk)|Unarmoured Defence|w=40}} ====
* Your reflexes are as effective as any armour. While not wearing armour, you add your [[Wisdom]] Modifier to your {{Armour Class}}.
* Your reflexes are as effective as any armour. While not wearing armour, you add your [[Wisdom]] Modifier to your {{Armour Class}}.



Revision as of 23:40, 2 October 2023

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Channel your cosmic enlightenment by deftly dodging and efficiently disassembling your foes through stunning strikes and a whirlwind of martial art attacks.
Class Monk Badge Icon.png
Class Monk Badge Icon.png
Channel your cosmic enlightenment by deftly dodging and efficiently disassembling your foes through stunning strikes and a whirlwind of martial art attacks.

Monk is a character Class in Baldur's Gate 3. Monks are unarmed combatants capable of spending Ki Points to perform special abilities. Monk's key ability scores are Wisdom, Dexterity, and Constitution.

The Monk Subclasses are: Way of the Four Elements Way of the Four Elements, Way of the Open Hand Way of the Open Hand, Way of Shadow Way of Shadow

The Monk Class Progression
Level Proficiency Bonus Martial Arts Ki Points Unarmoured Movement Features
1st +2 1d4 2 - Unarmoured Defence Unarmoured Defence, Martial Arts: Dextrous Attacks Martial Arts: Dextrous Attacks, Martial Arts: Deft Strikes Martial Arts: Deft Strikes, Martial Arts: Bonus Unarmed Strike Martial Arts: Bonus Unarmed Strike, Flurry of Blows Flurry of Blows
2nd +2 1d4 3 + 3 m / 10 ft. Unarmoured Movement Unarmoured Movement,

Patient Defence Patient Defence,Step of the Wind: Dash Step of the Wind: Dash, Step of the Wind: Disengage Step of the Wind: Disengage

3rd +2 1d6 4 + 3 m / 10 ft. #Level 3 Choose a subclass, Deflect Missiles Deflect Missiles
4th +2 1d6 5 + 3 m / 10 ft. Feat Feat, Slow Fall Slow Fall
5th +3 1d6 6 + 3 m / 10 ft. Extra Attack Extra Attack, Stunning Strike (Melee) Stunning Strike (Melee), Stunning Strike (Unarmed) Stunning Strike (Unarmed)
6th +3 1d6 7 + 4.5 m / 15 ft. Ki-Empowered Strikes Ki-Empowered Strikes, Subclass feature, Improved Unarmoured Movement Improved Unarmoured Movement
7th +3 1d6 8 + 4.5 m / 15 ft. Evasion Evasion, Stillness of Mind Stillness of Mind
8th +3 1d6 9 + 4.5 m / 15 ft. Feat Feat
9th +4 1d8 10 + 4.5 m / 15 ft. Advanced Unarmoured Movement Advanced Unarmoured Movement
10th +4 1d8 11 + 6 m / 20 ft. Purity of Body Purity of Body, Improved Unarmoured Movement Improved Unarmoured Movement
11th +4 1d8 12 + 6 m / 20 ft. #Level 11 Subclass feature
12th +4 1d8 13 + 6 m / 20 ft. Feat Feat

Class Information

Monk's default armour

Spellcasting

  • Spellcasting Ability: Wisdom Wisdom
  • Recharge: Short rest
  • Monks do not cast spells using spell slots. Instead, they use a resource specific to Monk called Ki Points.
    • Monks can use Ki while Silenced due to Ki not requiring a verbal component.

Level Progression

Through experience, you acquire new power. You gain the following traits.

Level 1

  • + 2Ki Points (2 total)

Flurry of Blows Flurry of Blows

  • Using a Bonus action and a Ki Point, punch twice in quick succession. Equivalent to two normal unarmed attacks.

Unarmoured Defence Unarmoured Defence

  • Your reflexes are as effective as any armour. While not wearing armour, you add your Wisdom Modifier to your Armour Class Armour Class.

Martial Arts: Dextrous Attacks Martial Arts: Dextrous Attacks

  • Attacks with Monk Weapons and unarmed attacks scale with your Dexterity instead of your Strength if your Dexterity is higher.

Martial Arts: Deft Strikes Martial Arts: Deft Strikes

  • Attacks with Monk Weapons and unarmed attacks deal 1d4Damage TypesBludgeoning damage, unless their normal damage is higher.

Martial Arts: Bonus Unarmed Strike Martial Arts: Bonus Unarmed Strike

  • After making an attack with a Monk Weapon or while unarmed, you can make another unarmed attack as a Bonus action.

Level 2

  • + Ki Point (3 total)

Patient Defence Patient Defence

Step of the Wind: Dash Step of the Wind: Dash

Step of the Wind: Disengage Step of the Wind: Disengage

  • Use a Bonus action and a Ki Point to disengage. Jump no longer requires a bonus action.

Unarmoured Movement Unarmoured Movement

  • Your Movement Speed increases by 3 m / 10 ft while you are not wearing armour or using a shield.

Level 3

  • + Ki Point (4 total)
  • Martial Arts: Deft Strikes Martial Arts: Deft Strikes: Damage from attacks with Unarmed/Monk Weapons deal 1d6Damage TypesBludgeoning (previously 1d4) unless their normal damage is higher.

Deflect Missiles Deflect Missiles

  • Use your reaction to reduce the damage from a ranged weapon attack by 1d10 + your Dexterity Modifier + your monk level. If the damage is reduced to 0, you can use a Ki Point to return the missile back to the sender.

Select a Subclass

Level 4

  • + Ki Point (5 total)

Slow Fall Slow Fall

  • When you fall, you can use your reaction to gain Resistance to Falling damage.

Level 5

Extra Attack Extra Attack

Subclass Features:
Way of the Four Elements Way of the Four Elements Way of the Open Hand Way of the Open Hand Way of Shadow Way of Shadow

-

-

Stunning Strike

Spend a Ki Point to deal your Weapon or Unarmed Attack Damage and possibly Stun Stun the target.

Level 6

Ki-Empowered Strikes Ki-Empowered Strikes

  • Your unarmed attacks count as magical for the purpose of overcoming enemies' Resistances and Immunity to non-magical damage.
Subclass Features:
Way of the Four Elements Way of the Four Elements Way of the Open Hand Way of the Open Hand Way of Shadow Way of Shadow

Level 7

  • + Ki Point (8 total)

Evasion Evasion

  • * Your agility lets you dodge out of the way of certain spells. When a spell or effect would deal half damage on a successful Dexterity Saving Throw, it deals no damage if you succeed, and only half damage if you fail.

Stillness of Mind Stillness of Mind

  • If you are Charmed Charmed or Frightened Frightened, you automatically cast Stillness of Mind to remove the condition.

Level 8

  • + Ki Point (9 total)

Level 9

Advanced Unarmoured Movement Advanced Unarmoured Movement

  • Difficult Terrain doesn't slow you down and you can Jump Jump an additional 6 m / 20 ft while you are not wearing armour or using a shield.
Way of the Four Elements Way of the Four Elements Way of the Open Hand Way of the Open Hand Way of Shadow Way of Shadow

-

Level 10

Purity of Body Purity of Body

  • You are Immune to Damage TypesPoison damage and can't be Poisoned Poisoned or affected by disease thanks to the purifying ki flowing through your meridians.

Level 11

  • + Ki Point (12 total)
Way of the Four Elements Way of the Four Elements Way of the Open Hand Way of the Open Hand Way of Shadow Way of Shadow

Level 12

  • + Ki Point (13 total)

External Links