Baldur s Gate 3: Best Monk Class Build
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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.
Of the 12 classes that will be playable in Baldur's Gate 3 Classes guide Gate 3 , only one wasn't ready for players for the Early Access: the Monk. Monks have a lot of options under their black belts, with three distinct sub-classes to choose from that could equally lead to a fantastic Monk build in BG3 .
Here's a list of all the Conjuration Spells in Baldur's Gate 3. Click on the Spell in the table below to learn more about each individual item. Each post shows a tooltip with more information including Spell properties and other helpful information.
Create a sphere of cold blackness, teeming with unknown horrors. Creatures starting their turn in the take 2d6 Cold damage. Creatures ending their turn in the area possibly take 2d6 Acid damage. The area is Difficult Terrain and creatures within are Blinded.
Monks rely on DEX and WIS for the majority of their abilities, and Way of Shadow Monk builds are no different. Choose a background that either fits with these types of skills for further bonuses to your rolls, like the Criminal which grants proficiency to Stealth (used for Hide) and Deception.
Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target's turn. If the spell misses, the target still takes half the initial damage.
It's a dangerous world out there in Baldur's Gate 3. So make sure you're outfitted with the best armor. Below, we've compiled a list of all the Armour that you can find in Baldur's Gate 3. Click on the Armour Name/Icon in the table below to learn more about each individual item. Each post shows a tooltip with more information including Armour properties and other helpful information.
Searing Smite: Your weapon flares with white-hot intensity. It deals an extra 1d6 Fire damage and marks the target with Searing Smite. A target with Searing Smite takes 1d6 Fire damage everyt turn, until it succeeds on a Constitution saving throw.
Protect a creature against aberrations, celestials, elementals, fey, fiends, and undead. The target can't be Charmed, Frightened, or possessed by them, and when these creatures attack it, they do so with disadvantage. Inflicts Protection from Evil and Good
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.
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
For Way of Shadow Monks, stealth is the name of the game, and these two abilities give them more ways to get into position faster without being seen. Some other decent racial options for Monks include the Drow, for their proficiency in Stealth, or the Wood Elf, for their extra movement speed.
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.
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.
Touch a creature to grant it protection against poisonious influences. You neutralise all poisons affecting it, grant it Advantage on Saving Throws against being Poisoned, and grant it Resistance to Poison damage.
Snap an ally out of any Stun. Difficult Terrain can‘t slow them down, and they can't be magically Paralysed or Restrained. If the target is Restrained by non-magical means, it can spend 5ft of movement to Free itself.
Summon a flaming sphere that deals 2d6 Fire damage to nearby enemies and objects. It also sheds bright light in a 6m radius, and dim light for an additional 6m. On a successful save, enemy creatures still take half damage.
Summon a flaming sphere that deals 2d6 Fire damage to nearby enemies and objects. It also sheds bright light in a 6m radius, and dim light for an additional 6m. On a successful save, enemy creatures still take half damage.
Ward yourself or an ally against enemy attacks. Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a large area.
Here's a list of all the Abjuration Spells in Baldur's Gate 3. Click on the Spell in the table below to learn more about each individual item. Each post shows a tooltip with more information including Spell properties, damage, effects, and other helpful information.