Monk

[IMG]
Primary Ability Dexterity & Wisdom
Hit Dice 1d8 per monk level
Saving Throw Proficiency Strength & Dexterity
Weapon Proficiency Simple weapons and shortswords
Armor Proficiency None

Monk is a Class in Baldur's Gate 3. Monks primary ability is Dexterity & Wisdom, their saving throw proficiencies are Strength & Dexterity and they have a Hit Dice of 1d8 per monk level. They have proficiency with Simple weapons, shortswords and with None.

 

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection

 
 
 
 
 
 
 
 
 

 

Monk Information

 

Monk Progression

 

Level

Proficiency
Bonus

Martial
Arts

Ki Points

Unarmored
Movement

Features

Level 1 +2 1d4  -  - Unarmored Defense, Martial Arts
Level 2 +2 1d4 2 +10 ft. Ki, Unarmored Movement
Level 3 +2 1d4 3 +10 ft. Monastic Tradition, Deflect Missiles
Level 4 +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall
Level 5  +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
Level 6 +3 1d6 6 +15 ft. Ki-Empowered Strikes, Monastic Tradition feature
Level 7 +3 1d6 7 +15 ft. Evasion, Stillness of Mind
Level 8 +3 1d6 8 +15 ft. Ability Score Improvement
Level 9  +4 1d6 9 +15 ft. Unarmored Movement improvement
Level 10 +4 1d6 10 +20 ft. Purity of Body
Level 11 +4 1d8 11 +20 ft. Monastic Tradition feature
Level 12 +4 1d8 12 +20 ft. Ability Score Improvement
Level 13 +5 1d8 13 +20 ft. Tongue of the Sun and Moon
Level 14 +5 1d8 14 +25 ft. Diamond Soul
Level 15 +5 1d8 15 +25 ft. Timeless Body
Level 16 +5 1d8 16 +25 ft. Ability Score Improvement
Level 17 +6 1d10 17 +25 ft. Monastic Tradition feature
Level 18 +6 1d10 18  +30 ft. Empty Body
Level 19 +6 1d10 19   +30 ft. Ability Score Improvement
Level 20 +6 1d10 20   +30 ft. Perfect Self

 

Monk Features

 

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. W hen you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Ki- Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness Of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Tongue of the Sun and Moon

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Diamond Soul

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Empty Body

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. W hen you do so, you can’t take any other creatures with you.

Perfect Self

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

 

 

Monastic Traditions

Three traditions of monastic pursuit are com m on in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.

Way of the Open Hand

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

Open Hand Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.

Wholeness of Body

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

Tranquility

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone’s body. W hen you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

 

Way of Shadow

Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.

Shadow Arts

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.

Cloak of Shadow

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Shadow Step

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Opportunist

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

 

Way of the Four Elements

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

Disciple Of The Elements

When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it. You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level. Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

Casting Elemental Spells. Some elemental disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1).The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.

Monk Levels Maximum Ki Points for a Spell
5th - 8th 3
9th - 12th 4
13th - 16th 5
17th - 20th 6
.

 

Elemental Disciplines

The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be that level in this class to learn the discipline.

Breath of Winter (17th Level Required). You can spend 6 ki points to cast cone o f cold. Clench of the North Wind (6th Level Required).You can spend 3 ki points to cast hold person.

Elemental Attunement. You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:

  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Chill or warm up to 1 pound of non-living material for up to 1 hour.
  • Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you desig­nate for 1 minute.

Eternal Mountain Defense (11th Level Required). You can spend 5 ki points to cast stoneskin, targeting yourself.

Fangs of the Fire Snake. When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.

Fist of Four Thunders. You can spend 2 ki points to cast thunderwave.

Fist of Unbroken Air. You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.

Flames of the Phoenix (11th Level Required).You can spend 4 ki points to cast fireball.

Gong of the Summit (6th Level Required).You can spend 3 ki points to cast shatter.

Mist Stance (11th Level Required).You can spend 4 ki points to cast gaseous form, targeting yourself.

Ride the Wind (11th Level Required).You can spend4 ki points to cast fly, targeting yourself.

River of Hungry Flame (17th Level Required).You can spend 5 ki points to cast wall of fire.

Rush of the Gale Spirits. You can spend 2 ki points to cast gust of wind.

Shape the Flowing River. As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or injure a creature in the area.

Sweeping Cinder Strike. You can spend 2 ki points to cast burning hands.

Water Whip. You can spend 2 ki points as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.

Wave of Rolling Earth (17th Level Required).You can spend 6 ki points to cast wall o f stone.

 

Monk Tips & Builds

  • Note 1
  • Note 2

 

 

Classes
Barbarian  ♦  Bard  ♦  Battle Master  ♦  Cleric  ♦  Druid  ♦  Fighter  ♦  Knowledge Domain  ♦  Life Domain  ♦  Light Domain  ♦  Nature Domain  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Sorcerer  ♦  Tempest Domain  ♦  Trickery Domain  ♦  War Domain  ♦  Warlock  ♦  Wizard



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