I play Monks in Baldur’s Gate 3 a lot, and I’ll tell you exactly how to make one that works. I’m an experienced player (and yes, I prefer playing Monks), so you’ll get practical choices, why they matter, and a few blunt opinions. Honestly, some popular advice online won’t work the way you expect.
Which Monk path to pick 🥋
Choose a subclass to match how you want to play. In my experience, the Way of the Open Hand gives the most consistent results for most content because its control options win fights without draining Ki too fast. Way of the Four Elements can feel flashy, but it chews Ki quickly and often depends on spell-like choices (depends on your niche). Way of Shadow excels at stealth and burst; use it if you like tactical positioning and ambushes.
Here’s the funny part: a lot of streamers hype Four Elements like it’s the only creative choice — I disagree. It’s powerful, yes, but it’s situational and resource-hungry. Controversial? Maybe. But true.
Stats — what to raise and why
Raise Dexterity first. Why? It improves attack rolls, damage for finesse weapons, and Armor Class when unarmored. I’ve noticed a DEX 18 by level 4 hits the sweet spot most of the time.
Wisdom is your second priority because it boosts Unarmored Defense and your Ki save DC. Constitution matters for HP. That’s the core logic — specific numbers follow.
| Ability | Start | Racial | Total |
|---|---|---|---|
| Strength | 8 | – | 8 |
| Dexterity | 15 | +2 | 17 |
| Constitution | 14 | – | 14 |
| Intelligence | 10 | – | 10 |
| Wisdom | 15 | +1 | 16 |
| Charisma | 10 | – | 10 |
Gear and magic items ⚔️
Monks benefit from items that boost their natural stats or mobility. I focus on gloves, boots, amulets, and rings that add Dex, Wis, AC, or movement. Don’t slap heavy armor on a Monk — it defeats the class design.
- Priority items: Bracers of Defense, Boots of Speed, Amulet that raises Constitution or Wisdom.
- Early game: enchanted quarterstaffs are fine until unarmed damage scales up.
(By the way, some named items in mods or expansions may change values; check patch notes for exact stats as of 2025.)
Multiclassing — choices that actually help
Multiclassing can be useful, but it’s often overrated. Don’t multiclass before Monk 5 — delaying Extra Attack is usually a net loss. If you want extra damage and tricks, Rogue levels after Monk 6 make sense; Cunning Action is useful. Fighter dip for Action Surge is tempting but can mess with your progression timing.
Is a Monk/Ranger with Gloom Stalker strong? Yes, on the first round — you get an extra attack and initiative perks. But again: depends on your party and playstyle.
Combat tactics and Ki management 💫
Stunning Strike is powerful. Use it on casters and bosses where denying actions matters. Against swarms, mobility and Patient Defense often give more value. I’ve found saving Ki for clutch moments wins fights more often than spamming Flurry of Blows every turn.
// simple combat rotation pseudocode
if (target.isHighValue) use StunningStrike();
else if (surrounded) use PatientDefense();
else if (opportunity) use FlurryOfBlows();
Positioning is half your job. Flank to gain advantage. Use movement to force enemies into bad choices. Seriously — fight smart, not just fast.
Feats worth taking
Level 4: ASI to DEX unless you already capped it. Mobile is a strong alternative (speed + fewer opportunity attacks). Level 8 options include Alert (+5 initiative), Tough (HP), Lucky (rerolls), and Sentinel (control). Level 12 choices should patch weaknesses: Mage Slayer versus casters, Defensive Duelist for Dexterity builds. These are specific picks; pick what solves your current problems.
Build example — Level 12 Open Hand
- Stats: DEX 20, WIS 18, CON 16
- Feats: ASI (DEX), Alert, ASI (WIS)
- Ki Points: 12
- Stunning Strike DC: ~16
Advice I give players: focus on one role per fight — disruption or damage. Trying to do both at once usually gets you stunned or dead.
Extra notes, odd insights, and a couple of caveats
Oddly enough, saving Ki to control the battlefield often scales better than chasing damage. Counterintuitive, I know. There are exceptions — some encounters demand raw damage output.
Quick controversies: I think Open Hand is overrated by some content creators; also, Amulet of Health isn’t always the best early buy — Bracers of Defense can feel more impactful for survivability. You may disagree — that’s fine.
To be fair, this doesn’t always work for every party or mod setup. If you play with heavy magic items or an optimized party, your priorities shift (depends on your niche). Watch this: position beats numbers in many fights.
Final tiny metaphor: a good Monk is like a river — fast, hard to pin down, and capable of eroding a fortress if you keep at it. I’ll stop there — and, um, yes, sometimes I fumble my timing (we all do!).
Any specific level, item, or encounter you want help with? Ask me and I’ll give a tailored plan (I’ve tested these builds in campaigns through 2025).