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.
-
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. -
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. -
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 -
4Level
Slow Fall
Granted feature
When you fall, you can use your reaction to gain Resistance to Falling damage. -
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. -
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. -
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. -
8Level
-
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. -
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. -
11Level
No new features at this level.
-
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
-
3Level
Harmony of Fire and Water
Granted
While not in combat, regain half your
Ki Points (rounded down). -
4Level
-
5Level
-
6Level
-
7Level
-
8Level
-
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. -
10Level
-
11Level
-
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
-
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. -
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. -
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. -
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
-
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. -
5Level
Cloak of Shadows
Granted
Wrap yourself in shadows to become
Invisible if you are obscured. -
6Level
Shadow Step
Granted cantrips
Teleport from shadow to shadow. Afterwards, you have
Advantage on your next melee
Attack Roll. -
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
-
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. -
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. -
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. -
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. -
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.
Acrobatics
Dexterity skill
Athletics
Strength skill
History
Intelligence skill
Insight
Wisdom skill
Religion
Intelligence skill
Stealth
Dexterity skill
Charisma
No description was found in the game data.
Constitution
No description was found in the game data.
Dexterity
No description was found in the game data.
Intelligence
No description was found in the game data.
Strength
No description was found in the game data.
Wisdom
No description was found in the game data.
Tough
Your hit point maximum increases by 2 for every level you have gained.
Lightly Armoured
You gain Armour Proficiency with Light Armour and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Strength or
Dexterity increases by 1, to a maximum of 20.
Alert
You gain a +5 bonus to Initiative and can't be
Surprised.
Performer
You gain Musical Instrument Proficiency, and your
Charisma increases by 1, to a maximum of 20.
Charisma increases by 1, to a maximum of 20.
Mobile
Your
movement speed increases, and difficult terrain doesn't slow you down when you
Dash.
If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
movement speed increases, and difficult terrain doesn't slow you down when you If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
Ability Improvement
You increase one Ability by 2, or two Abilities by 1, to a maximum of 20.
Great Weapon Master
When you land a Critical Hit or kill a target with a melee weapon attack, you can make another melee weapon attack as a
bonus action that turn.
Attacks with melee weapons you are
Proficient with, and are wielding in both hands, can deal an additional 10 damage at the cost of a -5
Attack Roll penalty. (You can toggle this on and off.)
bonus action that turn.Attacks with melee weapons you are
Proficient with, and are wielding in both hands, can deal an additional 10 damage at the cost of a -5
Attack Roll penalty. (You can toggle this on and off.)
Dungeon Delver
You gain
Advantage on Perception
Checks made to detect hidden objects and on
Saving Throws made to avoid or resist traps.
You gain Resistance to the damage dealt by traps.
Advantage on Perception
Checks made to detect hidden objects and on
Saving Throws made to avoid or resist traps.You gain Resistance to the damage dealt by traps.
Charger
You gain
Charger: Weapon Attack and
Charger: Shove.
Magic Initiate: Druid
You learn 2
cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
Magic Initiate: Bard
You learn 2
cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Sorcerer
You learn 2
cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Warlock
You learn 2
cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Wizard
You learn 2
cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.
cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.
Magic Initiate: Cleric
You learn 2
cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
Mage Slayer
When a creature casts a spell within melee range of you, you have
Advantage on any
Saving Throw against it, and you can use a
reaction to immediately make an attack against the caster.
Enemies you hit have
Disadvantage on
Concentration
Saving Throws.
Advantage on any
Saving Throw against it, and you can use a
reaction to immediately make an attack against the caster.Enemies you hit have
Disadvantage on
Concentration
Saving Throws.
Savage Attacker
When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Sharpshooter
Your ranged weapon attacks do not receive penalties from High Ground Rules.
Ranged weapon attacks with weapons you are
Proficient with have a -5 penalty to their
Attack Roll, but deal an additional 10 damage. (You can toggle this on or off.)
Ranged weapon attacks with weapons you are
Proficient with have a -5 penalty to their
Attack Roll, but deal an additional 10 damage. (You can toggle this on or off.)
Weapon Master
You gain
Proficiency with four weapons of your choice, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Proficiency with four weapons of your choice, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Martial Adept
You learn two manoeuvres from the Battle Master subclass and gain a
Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
Defensive Duellist
When attacked while wielding a Finesse Weapon you're
Proficient with, you can use a
reaction to add your
Proficiency Bonus to your
Armour Class, possibly causing the attack to miss.
Proficient with, you can use a
reaction to add your
Proficiency Bonus to your
Armour Class, possibly causing the attack to miss.
Shield Master
You gain a +2 bonus to Dexterity
Saving Throws while wielding a shield. If a spell forces you to make a Dexterity
Saving Throw, you can use a
reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.
Saving Throws while wielding a shield. If a spell forces you to make a Dexterity
Saving Throw, you can use a
reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.
Actor
Your
Charisma increases by 1, to a maximum of 20.
Your
Proficiency Bonus is also doubled for Deception and Performance
Checks.
Charisma increases by 1, to a maximum of 20.Your
Proficiency Bonus is also doubled for Deception and Performance
Checks.
Durable
Your
Constitution increases by 1, to a maximum of 20.
You regain full
hit points each time you take a Short Rest.
Constitution increases by 1, to a maximum of 20.You regain full
hit points each time you take a Short Rest.
Crossbow Expert
When you make crossbow attacks within melee range, the
Attack Rolls do not have
Disadvantage.
Your
Piercing Shot also inflicts
Gaping Wounds for twice as long.
Attack Rolls do not have
Disadvantage.Your
Skilled
You gain
Proficiency in 3 Skills of your choice.
Proficiency in 3 Skills of your choice.
Tavern Brawler
When you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifier is added to the damage and
Attack Rolls an additional time.
Attack Rolls an additional time.
Dual Wielder
You can use Two-Weapon Fighting even if your weapons aren't Light, and you gain a +1 bonus to
Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Two-Handed weapons.
Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Two-Handed weapons.
Athlete
Your
Strength or
Dexterity increases by 1, to a maximum of 20.
When you are Prone, standing up uses significantly less movement. Your
Jump distance also increases by 50%.
Strength or
Dexterity increases by 1, to a maximum of 20.When you are Prone, standing up uses significantly less movement. Your
Elemental Adept
Your spells and attacks ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
Ritual Caster
You learn two ritual spells of your choice.
Polearm Master
When attacking with a glaive, halberd, quarterstaff, or spear, you can use a
bonus action to attack with the butt of your weapon.
You can also make an Opportunity Attack when a target comes within range.
bonus action to attack with the butt of your weapon.You can also make an Opportunity Attack when a target comes within range.
Resilient
You increase an Ability by 1, to a maximum of 20, and gain
Proficiency in that Ability's
Saving Throws.
Proficiency in that Ability's
Saving Throws.
War Caster
You gain
Advantage on
Saving Throws to maintain
Concentration on a spell.
You can also use a
reaction to cast
Shocking Grasp at a target moving out of melee range.
Advantage on
Saving Throws to maintain
Concentration on a spell.You can also use a
reaction to cast
Spell Sniper
You learn a
cantrip, and the number you need to
roll a Critical Hit with spells is reduced by 1. This effect can stack.
cantrip, and the number you need to
roll a Critical Hit with spells is reduced by 1. This effect can stack.
Heavily Armoured
You gain Armour Proficiency with Heavy Armour and your
Strength increases by 1, to a maximum of 20.
Strength increases by 1, to a maximum of 20.
Heavy Armour Master
Your
Strength increases by 1, to a maximum of 20.
Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Strength increases by 1, to a maximum of 20.Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Sentinel
When an enemy within melee range attacks an ally, you can use a
reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat.
You gain
Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat.You gain
Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
Moderately Armoured
You gain Armour Proficiency with Medium Armour and shields, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Strength or
Dexterity increases by 1, to a maximum of 20.
Medium Armour Master
When you wear Medium Armour, it doesn't impose
Disadvantage on Stealth
Checks. The bonus to
Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
Disadvantage on Stealth
Checks. The bonus to
Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
Lucky
You gain 3
Luck Points, which you can use to gain
Advantage on
Attack Rolls,
Ability Checks, or
Saving Throws, or to make an enemy reroll their Attack Rolls.
Luck Points, which you can use to gain
Advantage on
Attack Rolls,
Ability Checks, or
Saving Throws, or to make an enemy reroll their Attack Rolls.
Fist of Four Thunders
Release a wave of thunderous force that pushes away all creatures and objects.
Chill of the Mountain
Call forth the cold mountain winds and reduce the target's
movement speed by [1].
movement speed by [1].
Blade of Rime
Throw a shard of ice that deals [1]. It explodes and deals [2] to anyone nearby. It leaves an ice surface.
Shaping of the Ice
Create a climbable ice cube.
Sphere of Elemental Balance
Hurl a sphere that deals 3d8 Thunder damage and possibly creates a surface on impact.
Touch of the Storm
The target cannot use reactions. This spell has
Advantage on creatures with metal armour.
Advantage on creatures with metal armour.
Sweeping Cinder Strike
Expel fire from your outstretched hands and ignite anything flammable.
Rush of the Gale Spirits
Summon a strong wind that clears all clouds and pushes creatures back 5m, forcing them
Off Balance.
Fist of Unbroken Air
Push the target back 6m and knock it
Prone.
Water Whip
Possibly pulls the target towards you or knocks it
Prone.
Fangs of the Fire Snake
Hit your foe from afar. Your next melee attacks deal an additional 1d4 Fire damage.
Fist of Four Thunders
Release a wave of thunderous force that pushes away all creatures and objects.
Clench of the North Wind
Embrace of the Inferno
Expel the fire burning through your veins as [1] flaming rays. Each ray deals 2d6 Fire damage.
Chill of the Mountain
Call forth the cold mountain winds and reduce the target's
movement speed by [1].
movement speed by [1].
Blade of Rime
Throw a shard of ice that deals [1]. It explodes and deals [2] to anyone nearby. It leaves an ice surface.
Shaping of the Ice
Create a climbable ice cube.
Sphere of Elemental Balance
Hurl a sphere that deals 3d8 Thunder damage and possibly creates a surface on impact.
Touch of the Storm
The target cannot use reactions. This spell has
Advantage on creatures with metal armour.
Advantage on creatures with metal armour.
Sweeping Cinder Strike
Expel fire from your outstretched hands and ignite anything flammable.
Rush of the Gale Spirits
Summon a strong wind that clears all clouds and pushes creatures back 5m, forcing them
Off Balance.
Gong of the Summit
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Fist of Unbroken Air
Push the target back 6m and knock it
Prone.
Water Whip
Possibly pulls the target towards you or knocks it
Prone.
Fangs of the Fire Snake
Hit your foe from afar. Your next melee attacks deal an additional 1d4 Fire damage.
Fist of Four Thunders
Release a wave of thunderous force that pushes away all creatures and objects.
Ride the Wind
Transform into a cloud, becoming Resistant to all damage, gains
Advantage on Constitution, Dexterity, and Strength
Saving Throws, and tiny in size.
Advantage on Constitution, Dexterity, and Strength
Saving Throws, and tiny in size.
Clench of the North Wind
Flames of the Phoenix
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
Embrace of the Inferno
Expel the fire burning through your veins as [1] flaming rays. Each ray deals 2d6 Fire damage.
Chill of the Mountain
Call forth the cold mountain winds and reduce the target's
movement speed by [1].
movement speed by [1].
Blade of Rime
Throw a shard of ice that deals [1]. It explodes and deals [2] to anyone nearby. It leaves an ice surface.
Mist Stance
Transform into a tiny mist cloud. It can't fall, and fits through small openings. It is very hard to damage.
Shaping of the Ice
Create a climbable ice cube.
Sphere of Elemental Balance
Hurl a sphere that deals 3d8 Thunder damage and possibly creates a surface on impact.
Touch of the Storm
The target cannot use reactions. This spell has
Advantage on creatures with metal armour.
Advantage on creatures with metal armour.
Sweeping Cinder Strike
Expel fire from your outstretched hands and ignite anything flammable.
Rush of the Gale Spirits
Summon a strong wind that clears all clouds and pushes creatures back 5m, forcing them
Off Balance.
Gong of the Summit
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Fist of Unbroken Air
Push the target back 6m and knock it
Prone.
Water Whip
Possibly pulls the target towards you or knocks it
Prone.
Fangs of the Fire Snake
Hit your foe from afar. Your next melee attacks deal an additional 1d4 Fire damage.