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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.
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:
, ,Class Information
- Level 1 Maximum Hit Points: 8 + Modifier
- Hit points at higher levels: 5 + Modifier
- Key Ability Scores:
- for improved Ki DC and Armour Class.
- for more Hit Points.
- for attack rolls and damage rolls of unarmed strikes and monk weapons, higher Initiative and Armour Class.
- Saving Throw Proficiencies: ,
- Equipment Proficiencies:
- Monk Weapon: Monk Weapons are melee[Needs Verification] weapons with which the Monk has Proficiency, and which have neither the two-handed nor heavy properties. Monks can use Dexterity for those weapons, even if they do not have the Finesse property. Some Monk abilities, such as , are limited to Monk Weapons.
- Skills with Proficiency (Choose 2):
- History, Insight, Religion, Acrobatics, Stealth, Athletics
- You receive a bonus to every skill that you are proficient in. At Level 1 the Proficiency Bonus is +2.
- History, Insight, Religion, Acrobatics, Stealth, Athletics
Spellcasting
- Spellcasting Ability:
- 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
- Wisdom Modifier to your Armour Class. This feature does not combine with , nor the Barbarian version of . : Your reflexes are as effective as any armour. While not wearing armour, you add your
Ki
- Ki Points: 2 You can spend these points to fuel various Monk abilities. Replenishes on a Short Rest or Long Rest
- Bonus action and a Ki Point, punch twice in quick succession. Equivalent to two normal unarmed attacks. : Using a
Martial Arts
- Dexterity instead of your Strength if your Dexterity is higher. : Attacks with Monk Weapons and unarmed attacks scale with your
- 1d4Bludgeoning damage, unless their normal damage is higher. : Attacks with Monk Weapons and unarmed attacks deal
- Bonus action. : After making an attack with a Monk Weapon or while unarmed, you can make another unarmed attack as a
Level 2
- Ki Points: 3 (You gain an additional Ki Point to fuel your monk techniques.)
- Bonus action and a Ki Point, Attack Rolls against you have Disadvantage, and you have Advantage on Dex saving throw. : When activated with a
- Movement Speed increases by 3 m / 10 ft while you are not wearing armour or using a shield. : Your
Step of the Wind
- Bonus action and a Ki Point to double your Movement Speed. Jump no longer requires a bonus action. : Use a
- Bonus action and a Ki Point to disengage. Jump no longer requires a bonus action. : Use a
Level 3
- Ki Points: 4 (You gain an additional Ki Point to fuel your monk techniques.)
- Martial Arts: Deft Strikes: Damage from attacks with Unarmed/Monk Weapons deal 1d6Bludgeoning (previously 1d4) unless their normal damage is higher.
- 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
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Level 4
- Ki Points: 5 (You gain an additional Ki Point to fuel your monk techniques.)
- Resistance to Falling damage. : When you fall, you can use your reaction to gain
- Choose a Feat.
Level 5
- Proficiency Bonus: +3 (You gain +1 to your Proficiency Bonus.)
- Ki Points: 6 (You gain an additional Ki Point to fuel your monk techniques.)
- : You can make an additional free attack after making an unarmed or weapon attack
Stunning Strike
- Ki Point to deal your Weapon Damage and possibly the target. : Spend a
- Ki Point to deal your Unarmed Attack Damage and possibly the target. : Spend a
Subclass Features:
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Level 6
- Ki Points: 7 (You gain an additional Ki Point to fuel your monk techniques.)
- Improved Unarmoured Movement: Your movement speed increases by 4.5 m / 15 ft (previously 3 m / 10 ft) while you are not wearing armour or using a shield.
- : Your unarmed attacks count as magical for the purpose of overcoming enemies' Resistances and Immunity to non-magical damage.
Subclass Features:
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Level 7
- Ki Points: 8 (You gain an additional Ki Point to fuel your monk techniques.)
- Dexterity Saving Throw, it deals no damage if you succeed, and only half damage if you fail. : Your agility lets you dodge out of the way of certain spells. When a spell or effect would deal half damage on a successful
- or , you automatically cast Stillness of Mind to remove the condition. : If you are
Level 8
- Ki Points: 9 (You gain an additional Ki Point to fuel your monk techniques.)
- Choose a Feat.
Level 9
- Proficiency Bonus: +4 (You gain +1 to your Proficiency Bonus.)
- Ki Points: 10 (You gain an additional Ki Point to fuel your monk techniques.)
- Martial Arts: Deft Strikes: Damage from attacks with Unarmed/Monk Weapons deal 1d8Bludgeoning (previously 1d6) unless their normal damage is higher.
- Difficult Terrain doesn't slow you down and you can an additional 6 m / 20 ft while you are not wearing armour or using a shield. :
Subclass Features:
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Level 10
- Ki Points: 11 (You gain an additional Ki Point to fuel your monk techniques.)
- Improved Unarmoured Movement: Your movement speed increases by 6 m / 20 ft (previously 4.5 m / 15 ft) while you are not wearing armour or using a shield.
- Immune to Poison damage and can't be or affected by disease thanks to the purifying ki flowing through your meridians. : You are
Level 11
- Ki Points: 12 (You gain an additional Ki Point to fuel your monk techniques.)
Subclass Features:
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Level 12
- Ki Points: 13 (You gain an additional Ki Point to fuel your monk techniques.)
- Choose a Feat.
External Links
- Monk on the Forgotten Realms Wiki