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

Monks in DnD are inspired by the Monastic traditions of Asia and are the newest addition to the Baldur's Gate 3 roster. They were officially revealed just before the official release of the game and were not available during the Early Access of the game. Developers wanted to have different approaches, which introduced the 3 Subclasses: Way of the Open HandWay of Shadow, and Way of the Four Elements,  which are each distinct interpretations of what a Monk means. The Monk in Baldur's Gate 3 will focus on different Monk abilities that will vary in style across the different subclasses from elemental abilities and Spells, to ninja-like combat actions. 

In Baldur's Gate 3, Monks employ a unique gameplay Actions mechanic. These Actions mimic spell effects, but their distinctive feature lies in their consumption of Ki Points.

 

Channel your cosmic enlightenment by deftly dodging and efficiently disassembling your foes through stunning strikes and a whirlwind of martial art attacks."

 

 
 
 
 

 

Baldur's Gate 3 Monk Table of Contents

  1. Baldur's Gate 3 Monk Class Features
  2. Baldur's Gate 3 Monk Class Progression
  3. Baldur's Gate 3 Monk Subclass Features
  4. Baldur's Gate 3 Best Monk Builds

 

 Baldur's Gate 3 Full Monk Guide

BG3 Monk Class Features

  • Hit Points at 1st level: 8 + Constitution modifier
  • Hit Points at Higher Levels: 5 + Constitution modifier

PROFICIENCIES

EQUIPMENT

Unique Class Feature

  • Flurry of Blows (Action): Using a Bonus action and a Ki Point, punch twice in quick succession. Equivalent to two normal unarmed attacks.
  • Ki: To perform special abilities
  • Unarmoured Defense: Your reflexes are as effective as any armour. While not wearing armour, you add your Wisdom Modifier to your Armour Class.
  • 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: Attacks with Monk Weapons and unarmed attacks deal 1d4 Bludgeoning damage, unless their normal damage is higher.
  • 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.

 

BG3 Monk Class Progression

 

Monk Subclasses Feature

Way of the Open Hand

Way of Shadow

  • Shadow Arts: Hide: Hide from enemies by succeeding at Stealth checks. Stick to the dark and avoid enemy sightlines. Attacking or casting a spell will reveal your location.
  • Shadow Arts: Pass Without Trace: Call forth a veil of shadow and silence that gives you and nearby allies a +10 bonus to Stealth checks.
  • Shadow Arts: Darkness: Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
  • Shadow Arts: Darkvision: Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft.
  • Shadow Arts: Silence: Create a sound-proof sphere. All within are Silenced and immune to Thunder damage.
  • Minor Illusion: Create an illusion that compels nearby creatures to investigate. You can remain hidden while casting this spell. This spell can be cast while you are Silenced.

Drunken Master

  • Cheeky Tipple: You are Immune to the negative effects of being Drunk. Once per day, when you drink alcohol, you regain half your Ki Points (rounded down).
  • Drunken Performance: You gain Proficiency in Performance.
  • Drunken Technique: Punch twice in quick succession and grant yourself an additional 3 m / 10 ft movement and the benefits of Disengage.
  • Intoxicating Strike: Hit a creature with your bare fists and possibly get them Drunk.
  • Leap to Your Feet: When you are Prone, standing up uses only 1.5 m / 5 ft of your Movement speed.
  • Redirect Attack: When a creature misses you with a melee attack, you can spend 1 Ki Point as a reaction to make them attack a new target if possible.
  • Life of the Party:  Every time Intoxicating Strike hits, the monk gains Life of the Party, which increases Armour Class and Attack Rolls against Drunk targets. This effect can stack.
  • Sobering Realisation: Hit a Drunk target and sober them up by dealing bonus Psychic damage. On a successful hit, the monk also loses Life of the Party.
  • Drunkard's Luck: When you make an Ability Check, Attack Roll, or Saving Throw and have Disadvantage on the roll, you can spend 2 Ki Points to negate the Disadvantage for that roll.

 

Monk Specific Gear (In Order of Appearance)

Corellon's Grace (Auntie Ethel - Act 1) Gloves of Uninhibited Kushigo (Derryth Bonecloak - Act 1) Armour of Uninhibited Kushigo (Sergeant Thrinn - Act 1) Hat of Uninhibited Kushigo (Quartermaster Talli - Act2)
Gloves of Crushing (Roah Moonglow - Act 2) Garb of the Land and Sky (Enthral Danthelon - Act 3)    

 

Best Monk Builds for Baldur's Gate 3

Monks are disciplined martial arrtists who harness supernatural speed, precision, and an inner spiritual energy called Ki to overwhelm enemies through a relentless fury of strikes. Unlike other martial classes that rely on weapon and armor, Monks excel with their high mobility and unarmed combat with powerful class features that allow them to control the battlefield while remaining difficult to be pinned down. The combination of their high movement spped, surivivability, multiple attacks and ability to control the battlefieledd makes them a dynamic class in the game. Depending on their chosen Monastic Tradition, a Monk can either be a mobile damage dealer or a mystical warrior capable of dealing devastating single-target damage while effortlessly repositionning around the battlefield.

 

BG3 Monk Multiclass Builds

 

 

 

Way of the Open Hand

The Way of the Open Hand Monk is the purest representation of the monk class. It is one of the strongest martial subclasses in the game and focuses on overwhelming enemies through devastating martial arts techniques instead of using weapons or magic. Players who like a more straightforward playstyle that requires little to no setup will thoroughly like Open Hand Monks, as their greatest strength is their ability to deliver high sustained single-target damage with multiple attacks.

When making any Monk, players should prioritize Dexterity and Wisdom with Dexterity preferably starting at 17 and Wisdom at 16. Dexterity will not only improve their Armor Class and Initiative, but also their attack rolls and damage. Wisdom will enhance several Monk abilities and also give a boost to the monk's Armor Class through Unarmored Defense. Lastly, Constitution should be the last priority to give the monk a good Hit Point pool and enhance their survivability.

 

Enhanced Flurry of Blows

Way of the Open Hand Monks get an enhanced version of Flurry of Blows at level 3. With Open Hand Monks, not only is the monk capable of making additional attacks using Ki with Flurry of Blows, but they can also knock them prone, push them away, or prevent reactions. The enhanced version of Flurry of Blows allows the Open Hand Monk to increase their damage output while also granting them some battlefield control. When the monk successfully knocks an enemy prone, it grants Advantage to other attackers, and removing reactions lets the monk's allies or themselves move and reposition without having to risk an attack of opportunity from their enemies.

 

Stunning Strike

Stunning Strike is widely considered as one of the most powerful martial abilities. Stunning Strike forces the monk's target to make a Constitution save or be rendered stunned for one turn. This is extremely powerful as it makes enemies lose their turn, unable to take actions, reactions, or move while granting Advantage to attackers. This ability is exceptionally useful against dangerous enemies and bosses, and a successful Stunning Strike can completely turn the tide of a combat encounter.

 

Manifestations

At level 6, Open Hand Monks gain Manifestations, which lets the player add additional damage types to the monk's unarmed strikes. These manifestations further buff the monk's already impressive damage output in combination with their multiple attacks. It allows the monk's attacks to scale effectively into the late game without letting players feel like their monk can only deal mundane damage.

There are three types of Manifestations:

  • Manifestation of Body -  The monk's strikes sap the ki from their enemies' bodies and deal an additional 1d4 + WIS Necrotic damage.
  • Manifestation of Mind - Lets the monk's strikes interrupt the ki flow to their enemies' minds and deals an additional 1d4 + WIS Psychic damage.
  • Manifestation of Soul - Let's the monk infuse their strikes with ki from outside their body, making their unarmed strikes deal an additional 1d4 + WIs Radiant damage.

 

Feats

For monks, players can choose the Athlete Feat to increase their Dexterity score by 1, bringing it up to 18. Then at level 8, players should choose the Ability Score Improvement option and put both points into Dexterity to max out their Dexterity at 20, which will increase their attack accuracy and their Armor Class. After their Dexterity score is maxed out, players can choose between Alert, which grants a +5 bonus to initiative, helping the Monk to act earlier during combat encounters, or Tough, which gives an extra 2 HP per level, helping boost the Monk's durability and ability to tank hits while engaging enemies in melee.

 

Way of Shadow

The Way of Shadow Monk specializes in stealth and infiltration, where the Open Hand overwhelms enemies through direct confrontation. The Shadow Monk relies on strategic positioning, mobility, and surprising enemies. The subclass excels at targeting vulnerable enemies by blending martial arts with shadow magic. The subclass has a unique playstyle that rewards players for planning and tactical movement by thinking creatively and using the environment to their advantage.

One of the Shadow Monk's greatest strengths is their mobility. While Monks are already highly mobile with their Step of the Wind feature, but Shadow Monks get abilities that allow them to disappear into darkness and reposition across the battlefield to engage in encounters from unexpected angles. These abilities allow the subclass to be not only effective but also enjoyable for players who like scouting and ambushing enemies by exploiting terrain advantages.

When creating a Shadow Monk, it will be similar to making any monk with priorities going into Dexterity and Wisdom for attack damage, accuracy, and the Armor Class bonus, then Constitution as a tertiary priority to get some more Hit Points.

 

Shadow Arts

Players get the Shadow Arts feature at level 3 upon choosing the Way of Shadow subclass. The Monk gets shadow-themed abilities that change how the Monk approaches encounters. They get certain spells like Darkness and Pass Without Trace that provide some utility and control options for scouting and support that are unavailable to the other Monk subclasses, both in and out of combat encounters. They also get Silence and Darkvision, which provide the Monk with even more abilities to make sure they can infiltrate and take down targets as stealthily as they can.

 

Cloak of Shadows

At level 5, Shadow Monks get Cloak of Shadows that provide them with even more stealth for players to be able to utilize their high mobility to sneak up to enemies by granting the ability to turn invisible if the monk is obscured.

 

Shadow Step

Shadow Step is the most defining ability of the Shadow Monk. Ir allows the Monk to instantaenously teleport between areas of dim light or darkness, giving them a massive boost their already high mobility. It can help the monk to strategically reposition in the battlefield by bypassing obstacles or escaping danger. During combat encounters, Shadow Monks can also use the ability to engage certain enemies that need to be prioritized and gain advantageous positions with ease.

 

Feats

Just like the Open Hand Monk, Feat progression for Shadow Monks should prioritize getting Dexterity up to 20 as soon as possible quickly followed by Wisdom. Alert is still a good Feat to take just for the Monk to be able to act earlier in initiative and get themselves to a position in the battlefield where they can benefit from their various abilities. Mobile is another good Feat for players who want an even greater battlefield mobility by ignoring the movement penalty from difficult terrain, increased Movement Speed, and ignoring Attacks of Opportunity from enemies that the monk has attacked.

 

Monk Tips & Builds

 

In Other Languages

  • Español (España): Monje

 

Classes
Arcane Trickster  ♦  Archfey  ♦  Assassin  ♦  Barbarian  ♦  Bard  ♦  Battle Master  ♦  Beast Master  ♦  Berserker  ♦  Circle of Spores  ♦  Circle of the Land  ♦  Circle of the Moon  ♦  Circle of the Spores  ♦  Cleric  ♦  College of Lore  ♦  College of Swords  ♦  College of Valour  ♦  Conjuration School  ♦  Divination School  ♦  Draconic Bloodline  ♦  Druid  ♦  Eldritch Knight  ♦  Enchantment School  ♦  Fighter  ♦  Gloom Stalker  ♦  Hunter  ♦  Illusion School  ♦  Knowledge Domain  ♦  Life Domain  ♦  Light Domain  ♦  Nature Domain  ♦  Necromancy School  ♦  Oath of the Ancients  ♦  Oath of Vengeance  ♦  Oathbreaker  ♦  Paladin  ♦  Path of the Giant  ♦  Ranger  ♦  Rogue  ♦  Sorcerer  ♦  Storm Sorcery  ♦  Tempest Domain  ♦  The Fiend  ♦  The Great Old One  ♦  Thief  ♦  Transmutation School  ♦  Trickery Domain  ♦  War Domain  ♦  Warlock  ♦  Way of Shadow  ♦  Wild Magic  ♦  Wild Magic (Barbarian)  ♦  Wizard



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    • Anonymous

      I ended up opting to not play monk because it was too overpowered. If it was balanced it'd be a pretty cool class but stunlocking an enemy while doing over 400 damage per turn strips away any difficulty.

      • Anonymous

        Btw. Tavern brawler may combo well.
        But Gwm can be used on ALL two handed melee weapons. Including staffs and spears

        • Anonymous

          The Tavern Brawler is really op but it's not very easy to do if you're playing with friends since it relies on a lot of consumable farming. Open hand 9 / thief 3 will give you Ki resonating punch and an extra action. Resonating punch does not consume Ki, can be used as an action AND as a bonus action, you can attack 4 times without relying on any consumable, magic, or item. And you can blow people up by using one Ki at the end of your turn, this does not require action. Also this allows you to use weapons as stat sticks, since you can equip them and keep punching. Not as powerful as tavern brawler, but more fun in my opinion.

          • Monk becomes stupidly overpowered when paired with Cloud Giant Strength elixir and Tavern Brawler feat. No matter how you choose to build it from there, getting +16 attack and damage to your unarmed attacks will make you a powerhouse.

            • Anonymous

              [BUILD]
              **Monk Mail Open-Hand[8]+Rogue Thief[3]+ Warrior[1]*** or
              **Monk Mail Open-Hand[8]+Rogue Thief[4]***

              Race: Schield Dwarf [Medium Armour Proficiency]
              Monk: [Martial Arts: Bonus Unarmed Strike + Martial Arts: Dextrous Attacks]
              Thief: [Sneak Attack + Fast Hands + Cunning Actions]
              Optional Fighter: [if you want Two-Weapon Fighting or Shield Proficiency]

              LOW Equipe example [Act 1-2]:

              *Yuan-Ti Scale Mail (Mail Armor/2° ACT VendorLastInn)
              *Cloak of Protection (Cloak/2° ACT VendorLastInn)
              *Knife of the UnderMountain King (Shortsword/1° ACT VendorGithyanki)
              *The Speedy Lightfeet (Mail Boots/1° ACT UnderMill)
              *The Sparkle Hands (Mail Gloves/1° ACT SwampTreeQuest)
              *Caustic Band (Ring/1° ACT VendorUnderdark)
              *Crusher's Ring (Ring/1° ACT Goblin)
              *Hunting Shortbow (Shortbow/1° ACT VendorDruid)

              In Backpack for Switch:

              *Eversight Ring (Ring/2° ACT HealingHouse)
              *Gloves of Cinder and Sizzle (Gloves/1° ACT VendorMonastery)
              *Gloves of the Balanced Hands (Gloves/2° ACT VendorLastInn)
              *Dark Justiciar Gauntlets (Gloves/2° ACT SharTemple)
              *Disintegrating Night Walkers (Boots/1° ACT Nere)
              *Evasive Shoes (Boots/2° ACT VendorLastInn)
              *Periapt of Wound Closure (Amulet/1° ACT VendorMonastery)
              *Sentient Amulet (Amulet/1° ACT QuestMonK)

              • As far as I know unarmed Buddhist monks are more of an East Asian tradition, including areas like eastern China (Shaolin monks) and Japan (Sohei). The master who lives on the highest mountain in the world is more a creation of fantasy literature than reality of the Tibetan Buddhist tradition.

                • Anonymous

                  From my experiance:

                  Open Hand Monk 9/Thief Rogue 3 - makes Astarion an absolute killing machine when he gets his unique buff from act 3 but is good on anyone
                  Open Hand Monk 5/Circle of Moon Druid 7 - might be really good for shapeshifting-oriented builds but needs testing does it stacks as it should
                  Monk 1/Circle of Spores Druid 11 - really good, universal build mainly for supporting but capable of dealing huge dmg and quite tanky, however full Spores Druid with certain act 3 robe might be better at supporting

                  • Anonymous

                    New to this game. Will my monk build work?
                    Druid 2 (for symbiotic which gives extra dmg per long rest as long as my hp doesn't drop below 8 pts, and also the heals are good) berries and resistance sounds great
                    Cleric 1 War (For heavy armour and i heard that i can get one extra attack per short rest? this is the part im not sure if it works especially it says weapon attack and im unarmed) - healing word and blade ward sounds good here
                    rogue 3 - (Don't need fighter because i already have heavy armour from the cleric... but no shield bonus?) i'll get the addition attack (once per short rest?)
                    Monk 6 - for the ki strikes

                    Option 2: Way of crits?
                    Monk 7
                    fighter 3
                    druid 2
                    Does this method do more dmg if i go crit route? (probably need to be half orc for this)

                    • Anonymous

                      Take Open Hand and don't multiclass, eat ethel's hair for wisdom and once you get the gloves in ACT 1 that set your dex to 18 go and respec into str, wis and con and take tavern brawler. You'll almost never miss a hit, your fists hit like a truck, the wisdom boosts your AC and the open hand's radiant/psychic/necrotic damage and go full unarmed ham

                      • Anonymous

                        Just so people are aware monks are good how Larian made them, but not THAT great, the real power is from Tavern brawler. Which is just insanely OP, and the fact that you can wear armor and use a shield as a monk, if they fixed both of those monk would be decent but not OP.

                        • Anonymous

                          After the run I just did, the monk is by far the most efficient fighter in the game in my opinion. Took down most bosses in one or two turns, often without them having a chance to respond. They are just very, very OP right now.
                          Just grab whatever race you like (although a few have nice advantages like Duergar, Wood Elf). Go w dex and wis, way of the open hand and drink a elixir of hill/cloud giant strength. The elixir holds for a day, which is plenty when the monk gets going. That strengthboost combined w tavern brawler turns it into a beast as soon as you get the feat. Bracers of defence (AC +2) are a really great early piece of equipment until the later bracers/gauntlets.

                          • Anonymous

                            Monk is really OP right now wiith tavern brawler feat and I absolutely love it. but their class related dialogues are boring as hell. too much pacifist for my tastes.

                            • Anonymous

                              I saw a book about way of the sun soul that was completely empty somewhere in a basement in Baldur's Gate. I think this means that the class was cut for final release and might be accesible in a future patch

                              • Anonymous

                                "Way of the Shadow becomes more potent after gaining Shadow Step at level 6."

                                Ah yes, the floor here is made out of floor... of course your subclass becomes more potent after getting a subclass feature, that's with EVERY SINGLE SUBCLASS. Who even wrote this...?

                                • Anonymous

                                  1 War Domain Cleric/11 Open Hand Monk. Use Divination Wizard to Haste (use a Haste Potion but you only got 3 turns of it) and Divine Favor before battle. Wholeness of body in any round you want. Next round, you can attack 7 times (Flurry of Blows topple and Stunning Strike). If enemy succeeds, use Portent (if you have any low rolls) to make them fail. Advantage on all attacks and completely skips their turn of combat. Bosses in Act2 and Act3 couldn't even move and huge chunks of their health bars disappeared on Tactician, lol

                                  • Anonymous

                                    Eldritch initiate is a good feat if you're not putting many points in Wisdom.

                                    Get the level 1 Hex spell from the warlock spell list and use it make enemies roll disadvantage against your abilities.

                                    Hex also persists between fights

                                    • Anonymous

                                      Wood elf monk baby!

                                      Longsword as a monk weapon

                                      Super speed

                                      2 bonus skills that match your attribute investment (dexterity and wisdom)

                                      Go glass cannon tavern brawling monk (level 12 open hand, str 18 dex 14 con-12 int-8 Wis- 20 Cha-8) double that strength bonus for unarmed !**chef's kiss**

                                      • Anonymous

                                        Wood elf monk be like:

                                        ....nnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnneeeeeeeeoooooommmmmmmmmmmm!!!
                                        I'm fast as fk boiiiiiiii!

                                        • Anonymous

                                          High Dex: Higher AC = harder to be hit, while also having a good accuracy and damage.
                                          High Str: Probably bound to open hand + tavern brawler, your accuracy and damage now rolls by Str, "with an extra dice" from tavern bralwer which is bound to Str rolls.
                                          High Wis: Maybe you're multiclassing, gives a bit of AC(from monk passive), maybe you're boosting a little more elemental damage from way of the open hand lv6.

                                          Please don't blame people's build being terrible advices, the game just came out, the website information is out-of-date, the rules of how things apply or not apply is not crystal clear, respec is only 100 gold away, and there's always save & load, it's not like theres no return.

                                          I'm a Lv7 monk with Str20 Dex16 Con12 Wis14 + open hand + tavern brawler, at act 2, playing with a group of 4 players: tank bard cleric monk, my role is like an assassin which does insane damage to enemies, I'm never into battle first, mostly in last after enemies are locked into combat, then I stealth in. I have huge issues on sustaining, since my AC is only 17 with a Con12, while the rest of the team is like 20+, I'm literally glass-cannon. Since my main damage output comes from bonus action's flurry of blows, I'm thinking on ending as a Monk8 Rogue4-Thief, so I'd get another bonus action to boost my damage. Though my AC is a big worry, but as long as the team works fine, there's no trouble at the moment.

                                          • Anonymous

                                            I'm about to stop using fextralife for any information about this game and other games.

                                            Half the time I'm not sure if the information is just a guess or not from 5e. Other times I find wiki information that is flat out wrong. You are better off getting information from some random journalist on a gaming website. If I ever come back to this site, hopefully I will see fextralife getting their act together.

                                            Also, the comments are often misleading and they might as well be a reddit argument thread. Only good thing I ready on this whole page is that you can use a bonus action to unarmed strike while using wild shape.

                                            • Anonymous

                                              So much bad advice here... Open Hand STR monk is easily S tier in damage and mobility with infinite super jumps. Go monk until 7 then respec to cleric 1/ monk 6-11. Wear heavy armor + shield and get tavern brawler feat, only use punches and throwing.

                                              You can do the same with Shadow Monk, but you lose an extra ~5 damage per punch, and you are punching a lot so it adds up. The teleport is fun though. Also you can get a ring that makes you immune to blindness, so you don't need to multi warlock if you want to see in magic darkness.

                                              • Anonymous

                                                I've found pieces of great gear for a monk, really boosting its damage potential, by adding elemental damage on unarmed attacks and adding your wisdom on damage rolls. Can it be that monk is very gear dependant and will be a powerhouse once you collect these pieces of gear? Cause compared to paladin, a class that has more utility even, the damage from monk is lackluster

                                                • Anonymous

                                                  Warning this tip is a trap:
                                                  Hold off on multi-classing your Monk until after level 5 to access their extra attack feature, which significantly boosts your damage potential.

                                                  Why? Monk is fun but bad class. The best monk you can get is a monk that is not starting as a monk.
                                                  So real tip should be: Weaponize your Wisdom score. And you can do it by multiclassing into Cleric (Nature or Tempest) or a Druid.

                                                  One of best build i can think of is : Race pick Deep gnome(better darkvision and advantage on mental saving throws)/Wood elf/Half-orc. Ability scores(16dex+16wis+14 con) Fighter as level 1 (Dueling fighting style) so you can grab dex weapon and wear armor+shield until you become monk, then at Level 2 pick Nature Cleric (Shillelagh so your start hitting with a stick, Thorn Whip, Sacred flame) and after that go all monk (pick whatever Subclass you want). At level 4 of a monk take Polearm Master(or Warcaster) feat and you are officially golden. By having cantrips you do not lose much in terms of damage, and have much better ranged attacks than regular monk. You also have better saving throws, way to heal yourself and allies, and also some ways of battlefield control. Just by not starting as a Monk and taking a dip into 1 level Cleric(or a Druid).

                                                  • Anonymous

                                                    Open hand monk gains free bonus damage in the form of necrotic, physic, or radiant (only one at a time) for unarmed attacks starting at level 6. Hen you also add the ki restoration which give you an additional bonus action for 3 turns, your api and dps go up like crazy. At that level I could safely ditch using a weapon, although you might have better weapons if you picked up a specific proficiency, like pole arms with human race

                                                    • Anonymous

                                                      Does anybody know how the unarmed strike damage scales with level? From other sources (screenshots and videos posted elsewhere), I know that it goes to a d6 at level 3, remains d6 at least until level 6, and becomes a d8 by level 9. I assume it won't reach d10 before the level cap, but I am curious as to the precise level when it becomes a d8.

                                                      • Anonymous

                                                        What should be the best between Human Monk (start from 10-16-16-10-15-9 to 10-20-16-10-16-10) or Wood Elf Monk (start from 10-17-14-10-15-8 to 10-22-14-10-16-8) ?

                                                        • Anonymous

                                                          Where is the extra ki and house rules they mentioned that would be to make the class worth playing? Beacuse this seams like the same terrible class from the 5e phb

                                                          • Anonymous

                                                            i dont understand in this stupid 5 edition monks are unarmed fighters or not? becaus in good old bg1-2 monks get increased unarmed damage by levels and fist +1-2-3-4, and I dont see anything here excemp ki-empowerd and flurry of blow, but what about unarmed scalling by level? magical fist +2-3-4?

                                                            • Anonymous

                                                              Slight worry that hopefully will be resolved on launch: Quarterstaff In game currently counts as a 2 handed and not versatile weapon, therefore wouldn't count as a monk weapon, since they must be single handed.

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