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: {{SimpleWeaponsProf}}, {{WeaponType|Shortswords}} | : {{SimpleWeaponsProf}}, {{WeaponType|Shortswords}} | ||
; Monk Weapons | ; Monk Weapons | ||
: Monk Weapons are melee weapons | : Monk Weapons are melee weapons the Monk has [[Proficiency]] with, and which don't have the [[Two-Handed]] property. [[Versatile]] weapons count as Monk Weapons even if they are wielded with both hands. Monks can use Dexterity for those weapons, even if they do not have the [[Finesse]] property. Some Monk abilities, such as {{SAI|Martial Arts: Bonus Unarmed Strike}}, are limited to Monk Weapons. | ||
; Skills with proficiency (Choose 2) | ; Skills with proficiency (Choose 2) | ||
: {{Skill|History}}, {{Skill|Insight}}, {{Skill|Religion}}, {{Skill|Acrobatics}}, {{Skill|Stealth}}, {{Skill|Athletics}} | : {{Skill|History}}, {{Skill|Insight}}, {{Skill|Religion}}, {{Skill|Acrobatics}}, {{Skill|Stealth}}, {{Skill|Athletics}} |
Revision as of 10:31, 27 April 2024
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.
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 is a character class in Baldur's Gate 3. Monks are unarmed combatants capable of spending Ki Points to perform special abilities. Monk's key ability scores are Wisdom, Dexterity, and Constitution, and their core ability is Unarmed Strike.
- Monk subclasses
Level | Proficiency Bonus | Features | Ki Points | Martial Arts | Unarmoured Movement |
---|---|---|---|---|---|
1st | +2 | , , , , | 2 | 1d4 | - |
2nd | , , , | 3 | + 3 m / 10 ft | ||
3rd | Choose a subclass, | 4 | 1d6 | ||
4th | , | 5 | |||
5th | +3 | , , | 6 | ||
6th | Subclass feature, | ,7 | + 4.5 m / 15 ft | ||
7th | , | 8 | |||
8th | 9 | ||||
9th | +4 | Subclass feature | ,10 | 1d8 | |
10th | , | 11 | + 6 m / 20 ft | ||
11th | Subclass feature | 12 | |||
12th | 13 |
Note: Proficiency bonus is based on character level, not class level. It's included in the table for convenience.
Class information
- Hit points
- At level 1: 8 + modifier
- On level up: 5 + modifier
- Key abilities
- for improved Ki DC and Armour Class.
- for more Hit Points.
- for attack rolls and damage rolls of unarmed strikes and monk weapons, higher Initiative and Armour Class.
- Saving throw proficiencies
- ,
- Equipment proficiencies
- Simple weapons,
- Monk Weapons
- Monk Weapons are melee weapons the Monk has Proficiency with, and which don't have the Two-Handed property. Versatile weapons count as Monk Weapons even if they are wielded with both hands. Monks can use Dexterity for those weapons, even if they do not have the Finesse property. Some Monk abilities, such as , are limited to Monk Weapons.
- Skills with proficiency (Choose 2)
- , , , , ,
- You receive a bonus to every Skill that you are Proficient in. At character level 1 the Proficiency Bonus is +2.
- Starting Equipment
- Quarterstaff, Monastic Robes, Monastic Boots
Spellcasting
- Spellcasting Ability
- Recharge: Short rest
- Monks do not cast spells using spell slots. Instead, they use a resource specific to Monk called Ki Points.
- Monks can use Ki while Silenced due to Ki abilities not requiring a verbal component.
Level progression
Through experience, you acquire new power. You gain the following traits.
Level 1
- Ki Points: 2
- You can spend these points to fuel various Monk abilities. Replenishes on a short or long rest
- Martial Arts
-
- Attacks with Monk Weapons and unarmed attacks scale with your Dexterity instead of your Strength if your Dexterity is higher.
- Attacks with Monk Weapons and unarmed attacks deal 1d4Bludgeoning damage, unless their normal damage is higher.
- After making an attack with a Monk Weapon or while unarmed, you can make another unarmed attack as a Bonus action.
- Your reflexes are as effective as any armour. While not wearing armour, you add your Wisdom Modifier to your Armour Class. This feature does not combine with Mage Armour, nor the Barbarian version of Unarmoured Defence (Barbarian).
- Using a Bonus action and a Ki Point, punch twice in quick succession. Equivalent to two normal unarmed attacks.
Level 2
- Ki Points: 3
- You gain an additional Ki Point to fuel your monk techniques.
- Your Movement Speed increases by 3 m / 10 ft while you are not wearing armour or using a shield.
- When activated with a Bonus action and a Ki Point, Attack Rolls against you have Disadvantage, and you have Advantage on Dex saving throw.
- Step of the Wind
- Use a Bonus action and a Ki Point to double your Movement Speed. Jump no longer requires a bonus action.
- Use a Bonus action and a Ki Point to disengage. Jump no longer requires a bonus action.
Level 3
- Ki Points: 4
- You gain an additional Ki Point to fuel your monk techniques.
- Martial Arts: Deft Strikes
- Damage from attacks with Unarmed/Monk Weapons deal 1d6Bludgeoning (previously 1d4) unless their normal damage is higher.
Select a subclass
|
|
- 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 can use a Ki Point to return the missile back to the sender.
Level 4
- Ki Points: 5
- You gain an additional Ki Point to fuel your monk techniques.
- Choose a Feat.
- When you fall, you can use your reaction to gain Resistance to Falling damage.
Level 5
- Ki Points: 6
- You gain an additional Ki Point to fuel your monk techniques.
- Stunning Strike
- Spend a Ki Point to deal your Weapon Damage and possibly the target.
- Spend a Ki Point to deal your Unarmed Attack Damage and possibly the target.
Subclass features:
Way of the Four Elements | Way of the Open Hand | Way of Shadow |
---|---|---|
- |
- |
|
- You can make an additional free attack after making an unarmed or weapon attack
Level 6
- Ki Points: 7
- You gain an additional Ki Point to fuel your monk techniques.
- Your movement speed increases by 4.5 m / 15 ft (previously 3 m / 10 ft) while you are not wearing armour or using a shield.
- Your unarmed attacks count as magical for the purpose of overcoming enemies' Resistances and Immunity to non-magical damage.
Subclass features:
Way of the Four Elements | Way of the Open Hand | Way of Shadow |
---|---|---|
|
|
Level 7
- Ki Points: 8
- You gain an additional Ki Point to fuel your monk techniques.
- 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.
- If you are or , you automatically cast Stillness of Mind to remove the condition.
Level 8
- Ki Points: 9
- You gain an additional Ki Point to fuel your monk techniques.
- Choose a Feat.
Level 9
- Ki Points: 10
- You gain an additional Ki Point to fuel your monk techniques.
- Martial Arts: Deft Strikes
- Damage from attacks with Unarmed/Monk Weapons deal 1d8Bludgeoning (previously 1d6) unless their normal damage is higher.
Subclass features:
Way of the Four Elements | Way of the Open Hand | Way of Shadow |
---|---|---|
|
|
- |
- Difficult Terrain doesn't slow you down and you can an additional 6 m / 20 ft while you are not wearing armour or using a shield.
Level 10
- Ki Points: 11
- You gain an additional Ki Point to fuel your monk techniques.
- Improved Unarmoured Movement
- Your movement speed increases by 6 m / 20 ft (previously 4.5 m / 15 ft) while you are not wearing armour or using a shield.
- You are Immune to Poison damage and can't be or affected by disease thanks to the purifying ki flowing through your meridians.
Level 11
- Ki Points: 12
- You gain an additional Ki Point to fuel your monk techniques.
Subclass features:
Way of the Four Elements | Way of the Open Hand | Way of Shadow |
---|---|---|
|
|
Level 12
- Ki Points: 13
- You gain an additional Ki Point to fuel your monk techniques.
- Choose a Feat.
See also
External links
- Monk on the Forgotten Realms Wiki