Builder’s Gate

Updated 2026-09-27

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Monk is a class in Baldur’s Gate 3. Some reach enlightenment by languid meditation - others do so in the heat of battle. Monks manipulate ki to empower their own strikes and debilitate their foes.

Monk
Class
Some reach enlightenment by languid meditation - others do so in the heat of battle. Monks manipulate ki to empower their own strikes and debilitate their foes.
Hit points at level 1
8
Hit points per level
5
Subclasses
4

Monk progression

Class levels 1–12 · Select a feature to read its game description.

  1. 1Level
    Unarmoured Defence Granted feature
    Your body is as resilient as any armour. While not wearing armour, you add your Constitution Modifier to your Armour Class.
    Martial Arts: Dextrous Attacks Granted feature
    Attacks with Monk Weapons and unarmed attacks scale with your Dexterity instead of your Strength if your Dexterity is higher.
    Martial Arts: Deft Strikes Granted feature
    Attacks with Monk Weapons and unarmed attacks deal [1], unless their normal damage is higher.
    Martial Arts: Bonus Unarmed Strike Granted feature
    After making an attack with a Monk Weapon or while unarmed, you can make another unarmed attack as a bonus action.
    Flurry of Blows Action
    Punch twice in quick succession.
  2. 2Level
    Unarmoured Movement Granted feature
    Your movement speed increases by 4.5m while you are not wearing armour or using a shield.
    Step of the Wind: Dash Granted
    Double your movement speed. Jump no longer requires a bonus action.
    Step of the Wind: Disengage Granted
    Spend 1 ki point to gain the Disengage action as a bonus action this turn.
    Patient Defence Granted
    Attack Rolls against you have Disadvantage, and you have Advantage on Dexterity Saving Throws.
  3. 3Level
    Deflect Missiles Granted feature
    Use your reaction to reduce the damage from a ranged weapon attack by 1d10 + your Dexterity Modifier + your monk level.

    If the damage is reduced to 0, you use a Ki Point to Deflect the Missile.
    Choose a subclass 4 branches
  4. 4Level
    Slow Fall Granted feature
    When you fall, you can use your reaction to gain Resistance to Falling damage.
  5. 5Level
    Extra Attack Granted feature
    Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
    Stunning Strike (Melee) Granted
    Possibly Stuns the target.
    Stunning Strike (Unarmed) Granted
    Possibly Stuns the target.
  6. 6Level
    Unarmoured Movement Granted feature
    Your movement speed increases by 4.5m while you are not wearing armour or using a shield.
    Ki-Empowered Strikes Granted feature
    Your unarmed attacks count as magical for the purpose of overcoming enemies' Resistance and Immunity to non-magical damage.
  7. 7Level
    Evasion Granted feature
    Your agility lets you dodge out of the way of certain spells.

    When a spell or effect would deal half damage on a successful Dexterity Saving Throw, it deals no damage if you succeed, and only half damage if you fail.
    Stillness of Mind Granted feature
    If you are Charmed or Frightened, you automatically cast Stillness of Mind to remove the condition.
  8. 8Level
  9. 9Level
    Advanced Unarmoured Movement Granted feature
    Difficult Terrain doesn't slow you down and you can Jump an additional 6m while you are not wearing armour or using a shield.
  10. 10Level
    Unarmoured Movement Granted feature
    Your movement speed increases by 4.5m while you are not wearing armour or using a shield.
    Purity of Body Granted feature
    You are Immune to Poison damage and can't be Poisoned or affected by disease thanks to the purifying ki flowing through your meridians.
  11. 11Level

    No new features at this level.

  12. 12Level

Way of the Four Elements subclass progression

Way of the Four Elements
Subclass
You focus your ki to bend the elements to your will, using them as an extension of your own body.
Related entry
  1. 3Level
    Harmony of Fire and Water Granted
    While not in combat, regain half your Ki Points (rounded down).
  2. 4Level
  3. 5Level
  4. 6Level
  5. 7Level
  6. 8Level
  7. 9Level
    Improved Elemental Casting Granted feature
    Your affinity with elemental ki deepens. Several of your offensive Four Elements features deal an additional dice of damage, your Clench of the North Wind can hold an additional creature, and your Embrace of the Inferno fires an extra ray.
  8. 10Level
  9. 11Level
  10. 12Level

Way of the Open Hand subclass progression

Way of the Open Hand
Subclass
You specialise in unarmed combat, using your hands and your control of ki to heal or inflict grievous hurt.
Related entry
  1. 3Level
    Flurry of Blows: Topple Granted
    Punch twice in quick succession and possibly knock the target Prone.
    Flurry of Blows: Push Granted
    Punch twice in quick succession and possibly push the target 5m away.
    Flurry of Blows: Stagger Granted
    Punch twice in quick succession and Stagger the target, making it unable to take reactions.
  2. 6Level
    Manifestation of Body Granted feature
    Your hands sap the ki from your enemies' bodies. Your unarmed attacks deal an additional [1].
    Manifestation of Mind Granted feature
    Your strikes interrupt the ki flow to your enemies' minds. Your unarmed attacks deal an additional [1].
    Manifestation of Soul Granted feature
    Infuse your strikes with ki from outside your body. Your unarmed attacks deal an additional [1].
    Wholeness of Body Granted
    Regain half your Ki Points and enter a temporary state of Wholeness where you regain ki points and have an extra bonus action.
  3. 9Level
    Ki Resonation: Punch Granted
    Hit a creature with your bare fists, making the ki in its body Resonate with yours.
    Ki Resonation: Punch (Bonus Action) Granted
    Hit a creature with your bare fists, making the ki in its body Resonate with yours.
    Ki Resonation: Blast Granted
    Detonate the ki of a creature Resonating with you, hitting the creature and any non-allied entities within 5m of it.
  4. 11Level
    Tranquillity Granted feature
    Long Rests surround you with an aura of peace, granting you Sanctuary.

Way of Shadow subclass progression

Way of Shadow
Subclass
You value the arts of stealth and subterfuge, bending the shadows to your will to strike without warning.
Related entry
  1. 3Level
    Minor Illusion Granted
    Create an illusion that compels nearby creatures to investigate.
    Shadow Arts: Pass Without Trace Granted
    Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth Checks.
    Shadow Arts: Darkvision Granted
    Grant a creature the ability to see in the dark out to a range of 12m.
    Shadow Arts: Darkness Granted
    Create a dark shroud that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
    Shadow Arts: Silence Granted
    Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage.
    Shadow Arts: Hide Granted
    Hide from enemies by succeeding Stealth checks. Stick to the dark and avoid enemy sightlines. Attacking or casting a spell will reveal your location.
  2. 5Level
    Cloak of Shadows Granted
    Wrap yourself in shadows to become Invisible if you are obscured.
  3. 6Level
    Shadow Step Granted cantrips
    Teleport from shadow to shadow. Afterwards, you have Advantage on your next melee Attack Roll.
  4. 11Level
    Shadow Strike Granted
    Teleport to a foe from a hidden position, striking them with the creeping, psychic ferocity of the shadows themselves.
    Shadow Strike: Unarmed Granted
    Teleport to a foe from a hidden position, striking them with the creeping, psychic ferocity of the shadows themselves.

Way of the Drunken Master subclass progression

Way of the Drunken Master
Subclass
With the unpredictable lurches of a tippler, you hiccup your way through battle, frustrating foes with carefully executed movements concealed beneath a façade of incompetence.
Related entry
  1. 3Level
    Cheeky Tipple Granted feature
    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 Granted feature
    You gain Proficiency in Performance.
    Drunken Technique Granted
    Punch twice in quick succession and grant yourself an additional 3m movement and the benefits of Disengage.
  2. 4Level
    Life of the Party Granted feature
    Every time Intoxicating Strike hits, the monk gains Life of the Party, which increases Armour Class and Attack Rolls against Drunk targets.
    Intoxicating Strike Granted
    Hit a creature with your bare fists and possibly get them Drunk.
    Intoxicating Strike Granted
    Hit a creature with your bare fists and possibly get them Drunk.
  3. 6Level
    Leap to Your Feet Granted feature
    When you are Prone, standing up uses only 1.5m of your movement speed.
    Redirect Attack Granted feature
    When a creature misses you with a melee attack, you can spend 1 Ki Point as a reaction to use Unarmed Strike back at them.
  4. 9Level
    Sobering Realisation Granted
    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.
  5. 11Level
    Drunkard's Luck Granted feature
    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.