
MONK
The Monk starts off strong even at Level 1 and remains top-tier all the way to Level 12.
This guide will walk you through the key steps to take along the way!
“It’s Fisting Time!!”

Cycle through the images using the arrows for various setups depending on your playstyle preferences
STARTING ABILITY SCORES

LEVELing

1st level: monk
No further choices to make here
KEY FEATURES
Unarmoured Defence
Bonus to your AC based on Wisdom
This is one reason why we are prioritizing high Wisdom
Only works with Non-Armour gear equipped and no shields equipped, so we will not use any Light, Medium, Heavy Armor.
Flurry of Blows
Bonus Action attack that costs a Ki point. Why punch once when you can punch twice?!
Bonus Unarmed Strike
If you need to save the Ki points or don’t have any more remaining, you still get to make an attack with your Bonus Action, as long as you already made an unarmed attack or an attack with a Monk weapon with your standard action that round.

2nd level: monk
No further choices to make here
KEY FEATURES
Unarmoured Movement
3 meters of bonus movement speed per turn!
Also doesn’t work with Light, Medium, Heavy Armor or Shields. Another reason to not use those!
Step of the Wind: Dash
Bonus Action Dash that also lets you jump without using a Bonus Action.
It does cost Ki, so unless I need to dash twice or I need the extra jump movement, I usually just use my Standard action dash and then use the Ki for Flurry of Blows. Why? Before we get Extra Attack at Level 5, Flurry of Blows is more damage than we can do with our Standard Action.
There is also a Disengage and Defense feature of this that use Ki, but I rarely find myself using them.

3rd level: monk
1st choice to make here!
KEY FEATURES
Choose a Subclass:
Way of the Open Hand
This subclass gets some really nice features we’ll be taking advantage of at Level 3 and Level 6!
NEW “Flurry of Blows” Variants: Topple, Stagger, and Push
Topple is the version I find myself using the most. This can knock an enemy prone, giving you and your allies advantage against the target if within 3 meters of them.
Stagger and Push can also be situationally useful, but Topple is definitely the one I use the most.
Deflect Missiles
This lets you use a Reaction to reduce the damage from a ranged weapon attack.
The reduction is 1d10 + Dexterity Modifier + Monk Level and if you reduce the damage to 0 then you can return it back to the sender! Really nice defensive tool here!

4th level: monk
1st Feat to choose here!
KEY FEATURES
Choose a Feat:
Tavern Brawler
Monk is already good in Levels 1 thru 3, but this is the point when it really starts going crazy!
Your Strength Modifier will now be added TWICE to your damage and attack rolls for unarmed and throwing attacks.
Not only does this add a ton of damage, but you’ll almost never miss your attacks now!
If your ability scores are set for Strength potions, you’ll take your Constitution from 15 to 16 here.
If not, you’ll take your Strength from 17 to 18 here.

5th level: monk
No further choices to make here
KEY FEATURES
Stunning Strike (Unarmed) and (Melee)
Level 5 is another insanely good level for Monk.
Stunning Strike is a Standard Action attack that can STUN your enemy. This will take them out of their next turn and give you and your allies advantage on your attacks against them!
It does cost Ki but it hits just as hard as your normal attack would with the bonus STUN
Extra Attack
You can make an additional free attack after making an unarmed or weapon attack
Really strong power spike here for the Monk. You do miss out on the 2nd attack here if you don’t attack with your Standard Action. However, Flurry of Blows deals the damage of 2 attacks for a Bonus Action, so whichever action you might need to give up for positioning or survival, you’ll lose about the same amount of damage.

6th level: monk
No further choices to make here
KEY FEATURES
Improved Unarmoured Movement
The 3 meters of bonus movement increases to 4.5 meters per turn!
Still doesn’t work with Light, Medium, Heavy Armor or Shields.
Wholeness of Body
Costs an Action to cast, and lasts for 3 turns
You gain an extra Bonus Action for those 3 turns
You also regain half your Ki points immediately and 1 additional per turn
You also heal immediately for 3x your Monk level (18 at Level 6)
Can only use this once per Long Rest so save it for a tougher encounter or if you get in a bind!
Manifestation of Body, Mind, and Soul
A subclass feature - You can freely toggle between these 3 without spending any resource!
The damage scales with Wisdom, so this is the other big reason we are stacking into Wisdom
Body - 1d4 + Wisdom Modifier Necrotic damage to your Unarmed Attacks
Mind - 1d4 + Wisdom Modifier Psychic damage to your Unarmed Attacks
Soul - 1d4 + Wisdom Modifier Radiant damage to your Unarmed Attacks
Since you can freely toggle between them, pick the type that works best with against your enemies or with your current equipement!

7th level: rogue
No further choices to make here
KEY FEATURES
Why Rogue?
We can’t make use of Sneak Attack since that requires a Finesse weapon, but at Level 3 Rogue (Level 9) we will get to pick a Subclass that will greatly help us!

8th level: rogue
No further choices to make here
KEY FEATURES
Cunning Action: Dash, Disengate, and Hide
Grants the ability to also use the following 3 actions as Bonus Actions:
Dash: Doubles your movement speed
Disengage: Moving won’t provoke Opportunity Attacks
Hide: Conceal your location (grants Advantage on attack rolls)

9th level: rogue
1st Rogue choice to make here!
KEY FEATURES
Choose a Subclass:
Thief
This subclass synergizes really well with our strong Bonus Action attacks
Fast Hands
You gain an extra Bonus Action
Can be used every turn to do an additional “Flurry of Blows” or “Bonus Unarmed Strike”

10th level: FIGHTER
No great choices to make here
KEY FEATURES
Second Wind and Choose a Fighting Style
The heal isn’t very good, especially considering the potions we have access to at Level 10
The Fighting Styles also aren’t very beneficial as we aren’t using weapons or wearing armor
I’d probably go with Archery for the rare occasions I’m making a ranged attack

11th level: FIGHTER
No further choices to make here
KEY FEATURES
Action Surge
Here is the reason we are going 2 levels into Fighter
Once per Short Rest you can use this and get an extra Action to use. This extra Action works with “Extra Attack” as well, giving us 2 additional Standard Attacks. This is a huge damage spike to open an encounter with or to get you out of a bind.

Possible options + Alternate paths
12th level: your choice
4th Level into Rogue
If you want to take another level in Rogue, that will unlock an additional Feat
I’d recommend Ability Improvement or Alert
2 points into Wisdom with Ability Improvement will add a small amount of damage with our “Manifestation of Body, Mind, and Soul” and also increase our Armor Class by 1 with “Unarmoured Defence.”
If you are not using Strength potions, allocate these 2 points into Strength instead to hit 20.
Alert will give us immunity to being surprised and add +5 to our initiative rolls
This is really strong with the base game rules as it is only a 1d4 to roll initiative
With the 1d20 initiative mod, this falls off a lot
3rd Level into Fighter
Another route is to take your 3rd Level in Fighter
I’d recommend Eldritch Knight or Champion
Eldritch Knight will give us access to the “Shield” spell that is very strong for Defense.
You could also take a level in Sorcerer, Wizard, or Hexblade Warlock (Patch 8) for this
Champion reduces the number we need to roll a Critical Hit by 1
3 Levels into Druid
With this route, you’ll scrap the 2 Fighter levels at 10 and 11
Choose whatever spells you like with Druid. The real reason we’ll take it is for access to the Circle of Spores subclass (Level 2 Druid / Level 11)
Circle of the Spores gives us Halo of Spores and Symbiotic Entity
Halo of Spores lets us use a Reaction to deal damage. I really like having this because you can drop a potion on the ground next to you without spending any resources then use this to pop open the potion. Essentially, you can use the potion without using one of your precious Bonus Actions. Really handy!
Symbiotic Entity gives us 4 temporary Hit Points per Druid level (12 at 3 Levels into Druid.)
While this is active our attacks get an extra 1d6 Necrotic damage added to them and our Halo of Spores deals double damage
REALLY fun Subclass and extra flavor you can add onto the Monk here

EQUIPMENT

KEEP AN EYE OUT FOR THESE!
Gearing Philosophy
I will try and keep the guides spoiler free and not dependent on having specific gear for the build to work.
However, I will point out a few items that synergize specifically with this build. These aren’t required but definitely are nice to have!
I will shy away from listing generic items that are generally good on all setups
The bg3.wiki is a great source for browsing through all the items

Act 1
Unarmed attacks deal an extra 1d4 Fire
On a hit with an unarmed attack, gain 2 Lightning Charges
Gain Momentum for 3 turns (increased movement speed)
Adds +2 to Dexterity (Increase to our AC and initiative)
Gain 3 meters of increased movement speed
Monks often make really good use of increased movement speed

Act 2
+2 Radiant damage to each hit against an illuminated creature
Typically best on whoever will get the most individual hits in a round
Sentinel Amulet / Sentinel Amulet
Act 2 / 3
Restore Ki once per Long rest
Adds +2 to Strength (Only use if NOT using Strength potions)

Act 3
Wisdom modifier is added to the damage of our Unarmed attacks
+2 Necrotic damage to our unarmed attacks / +2 to Attack rolls against damaged enemies
+2 AC / Use a Reaction to make Unarmed Attacks against anyone who misses you
+2 Constitution / Unarmed Attacks deal an extra 1d10 Force / Advantage on Attack Rolls
BEST MONK ITEM!!
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