Best Way of Open Hand - Monk Build - Baldur's Gate 3 (BG3)
Contents
Way of Open Hand Monk Build
Going with Monk there are a few alternatives, and it mostly depends on your subclass. With Way of the Open Hand, you get effective ways of utilizing bonus actions - bonus damage and debilitating effects.
So this build can outdamage most of the other combatants early in the game. It is also possible to create exploding punches if you plan on using Ki Resonation. This is optional and will have minimal impact on the build.
Class Contribution
The build mostly goes into Monk for the core of its combat arsenal, later empowered by the Thief subclass feature.
9 Open Hand Monk
- Flurry of Blows gives a very strong damage option for your bonus action, hitting 2 times.
- Unique variations Flurry of Blows: Push, Flurry of Blows: Topple allows to apply debuffs on enemies
- Various passive bonuses to improve Armour Class, fist damage, and others via passives - Unarmoured Defence, Martial Arts: Deft Strikes, etc.
- Access to Stunning Strike (Melee) to disable enemies
- Excellent movement speed with Unarmoured Movement passives.
- A substantial boost to damage via different elements with Manifestation of Body, Manifestation of Mind, and Manifestation of Soul.
- Ki Resonation: Punch unique mechanic allowing to deal substantial damage against enemies stacked close by.
3 Thief
- Gives access to bonus action via the Fast Hands Thief feature. This will allow for additional fist attacks.
- Bonus skill proficiencies if starting with Rogue.
Strength vs. Dexterity
There is also the question of the main ability points. There is a very powerful feat - Tavern Brawler, and it works with strength. The caveat is that no matter what, Monk needs Wisdom and Dexterity. So third ability will spread out your points very thin.
There is a solution - Elixir of Hill Giant Strength. It is available early in Act 1 and can be stockpiled for the rest of the game. With it, you will have, high, Strength - to use Tavern Brawler, Dexterity - initiative and Armour Class, Wisdom - Armour Class, and bonus elemental damage.
Here is a guide on how to farm Elixir of Hill Giant Strength. If you decide not to use elixirs go with the Dexterity-based Monk setup. It will still be a strong combatant but not a S-Tier build.
Leveling Overview
Here is a concise table with all the main picks during your leveling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear as it is crucial.
Level | Class | Selection |
---|---|---|
1 | Monk | STR - 8, DEX - 16, CON - 15, INT - 8, WIS - 17, CHA - 8 |
Skills: Acrobatics, Insight | ||
2 | Monk | - |
3 | Monk | Subclass: Way of the Open Hand |
4 | Monk | Feat: Tavern Brawler +1 CON or Ability Improvement +2 DEX |
5 | Monk | - |
6 | Monk | - |
7 | Rogue | - |
8 | Rogue | Skills: Perception, Athletics, Acrobatics |
9 | Rogue | Subclass: Thief |
10 | Monk | - |
11 | Monk | Feat: Ability Improvement +2 WIS or Alert |
12 | Monk | - |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Blaster Cleric build. Some of these choices are impactful as you cannot respec them.
Race | Features | Description |
---|---|---|
Wood Elf |
|
Both races are very similar, the key is that they give improved movement speed, which is important for Open Hand Monk. |
Wood Half-Elf |
|
|
Dwarf Duergar |
|
Duergars are great as you can use Invisibility to get in perfect positions for the encounter. Moreover, they come with Enlarge action, giving bonus damage |
Githyanki |
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They have various actions like Astral Knowledge and Enhance Leap to help with exploration. Moreover, they have some combat abilities - Misty Step in case you will need to cover a lot of ground. |
Class
Overview | |
---|---|
Monk | |
Features | |
Flurry of Blows | Very powerful attack, allowing you to do two hits with bonus action and Ki points. |
Ki | A unique resource for Monk actions. |
Unarmoured Defence | Allows getting armor class from Wisdom modifier. |
Martial Arts: Dextrous Attacks | Similar to how finesse weapons work, Monk attacks scale based on high ability between Strength and Dexterity. |
Martial Arts: Deft Strikes | Set the base attack of unarmed attacks to 1d4, later this becomes 1d6 and 1d8. |
Martial Arts: Bonus Unarmed Strike | Gives an option to attack with your fists using bonus action. |
Background
Backgrounds are mostly for role-playing and you can pick whatever you prefer. If you want to optimize, then it would be good to pick backgrounds that are based on your ability points of Wisdom and Dexterity.
Moreover, due to high Dexterity, it is also a good choice to pick Sleight of Hand-related options. These will allow you to become the main lockpicker, pickpocketer, or trap disarmer.
Background | Skills | Description |
---|---|---|
Folk Hero | Animal Handling Survival |
Both of these use Wisdom as the main ability. |
Urchin | Sleight of Hand Stealth |
An unlikely recommendation, however, as you will multiclass into Rogue, this will be an effective combo to improve your chances of lockpicking and trap disarming. |
Entertainer | Acrobatics Performance |
Improves Acrobatics skills and gives bonuses to Performance for some dialogue checks. |
Charlatan | Deception Sleight of Hand |
Mainly good for improved Sleight of Hand to unlock chests and pickpocketing. |
Abilities
Now let's take a look at the abilities of the Berserker Tavern Brawler build. Correct allocation will allow us to maximize the early gameplay and get good modifier bonuses.
Ability | Value | Description |
---|---|---|
Strength | 8 | Strength is a very important ability if you pick Tavern Brawler. However, this will require some elixir chugging later down the road. If you do not want to depend on Elixirs you can continue as DEX monk and skip Strength investment. |
Dexterity | 16 (15+1) | 16 Dexterity should be enough for the early game. Overall, it will ensure that you go early in combat and provide a bonus armor class. |
Constitution | 15 | Improves the HP pool and provides survivability for the monk. |
Intelligence | 8 | Not relevant for the build. |
Wisdom | 17 (15+2) | This ability gets higher and higher importance as you level up, especially at level 6 once you get Wholeness of Body for improved damage. Moreover, the best boots for monks Boots of Uninhibited Kushigo, will give bonus damage based on Wisdom modifier. To top it off, WIsdom will also improve your Armour Class. |
Charisma | 8 | Not relevant for the build |
Skills and Expertise
Overall, the skills should be impacted by your roleplaying and background decisions. However, you would still want those that will give you the best benefits. My recommendations are to pick those at which you have a high ability modifier and these are Dexterity-related.
- Acrobatics
- Sleight of Hand
- Stealth
For Wisdom related:
- Animal Handling
- Insight
- Medicine
- Perception
- Survival
Leveling Progression - Levels 2-12
Here is the detailed progression for the Open Hand Monk to get you started. You can use it as a guideline because early games can be daunting and overwhelming. Later on, once you get a feel for the class you can start picking your options
Level 2
This is where you will have left the tutorial area, and will start exploring the world. Reaching the first level-up already brings some good actions to improve tactical options
Feature | Description |
---|---|
Unarmoured Movement | Makes it easier to reach and move between enemies. |
That is not all, by using Ki points you can get an improved version of some base actions:
Action | Description |
---|---|
Patient Defence | Not something that I would use, as the bonus action has better uses. |
Step of the Wind: Dash | Can be used to reach longer distances or jump on enemies on higher grounds. |
Step of the Wind: Disengage | A better option of Disengage by using Ki Point and a bonus action. |
Optional - Elixir of Hill Giant Strength
There is a trick early in Act 1 after you reach the first settlement - Druid's Grove. There you can stock up on some powerful potions for Acts 1, and 2 - Elixir of Hill Giant Strength.
What do they do? They increase the Strength to 21 until a Long rest. More or less this negates any need to have strength investment if you plan to use them till the late game. This way you can utilize Tavern Brawler to the maximum potential with unarmed attacks.
This is somewhat gimmicky, however, if you are interested here is a guide on how to farm Elixir of Hill Giant Strength.
Going with Strength Monk and using these elixirs will allow you to enjoy an unparalleled martial build. Without it, you should go with a Dexterity-based monk, although it is still powerful, it pales in comparison.
Level 3
This level unlocks subclass and additional class features:
Feature | Description |
---|---|
Deflect Missiles | A useful option for reaction when you are getting shot with a ranged attack, and there are no opponents close by for Attack of Opportunity. |
Subclass
Overview | |
---|---|
Way of the Open Hand | |
Features | |
Flurry of Blows: Push | The weakest option in my opinion. It is situationally useful in a few encounters. |
Flurry of Blows: Stagger | This is an excellent choice when you are fighting bosses, especially in Honour Mode, to disable their reactions to legendary actions. |
Flurry of Blows: Topple | One of the best options for the bonus action attack as Prone enemies can be hit by allies with Advantage. |
Level 4
Level 4 brings the first feat, it will be a huge improvement.
Feat
The pick depends on the setup you have and how you allocate ability points.
Feat | Description |
---|---|
Tavern Brawler | The recommended option for this build as it will make the Open Hand Monk ridiculously powerful. You will need to use Elixir of Cloud Giant Strength to activate the strength bonuses on damage and attack rolls. |
Ability Improvement | This option is here if you are doing DEX based Monk build. Then take +2 Dexterity. |
Level 5
Another major milestone for the build and unlocks great features:
Feature | Description |
---|---|
Extra Attack | Important feature, that will allow you to attack two times with the main hand. This will pair well with the next unlock - Stunning Strike (Unarmed) to stun your targets. |
Stunning Strike (Melee) | It acts as a normal attack but can also stun enemies when attacking with a weapon. |
Stunning Strike (Unarmed) | It acts as a normal attack but can also stun enemies when attacking unarmed. |
Level 6
This is an important level for the Open Hand Monk as you will get a feature that will give additional damage such as necrotic, or radiant.
Feature | Description |
---|---|
Ki-Empowered Strikes | You can now overcome non-magical resistances with unarmed attacks. |
Manifestation of Body | Different types of damage based on the situation you need. These have base 1d4 damage and are further empowered via the Wisdom ability modifier. |
Manifestation of Mind | |
Manifestation of Soul | |
Wholeness of Body | Restore ki and gain additional bonus action that can be used for Flurry of Blows: Topple or others. |
Level 7 - Rogue 1
For this level multiclass into Rogue as it will be the next target of the build. To access multiclass click here in level up screen:
Class
Overview | |
---|---|
Rogue | |
Features | |
Sneak Attack (Melee) | Exploit a foe's distraction to deal an additional 1d6 damage. Damage increases by 1d6 for every uneven Rogue Level gained. |
Sneak Attack (Ranged) | Exploit a foe's distraction to deal an additional 1d6 damage. Damage increases by 1d6 for every uneven Rogue Level gained. |
Abilities
You can pick two skills of expertise. My recommendation:
- Sleight of Hand - Monk can now be the main lockpicker and trap disarmer in the group.
- Acrobatics - resist being shoved.
Level 8 - Rogue Lv 2
This level does not give any flashy moves, however, it unlocks cunning actions. These are similar to normal actions but instead of using Action Points, use Bonus actions. So in the same turn, you can attack and use them:
Action | Description |
---|---|
Cunning Action: Hide | Hide from enemies by succeeding Stealth checks. Stick to the dark and avoid enemy sightlines. Attacking or casting a spell will reveal your location. Probably the most important. Now you can start sneaking using Bonus action and then use Sneak Attack at the same turn |
Cunning Action: Dash | Cover more distance this turn: double your movement speed. |
Cunning Action: Disengage | Retreat safely: moving won't provoke Opportunity Attacks. |
Level 9 - Rogue Lv 3
This level will give a huge boost to Monk's damage, as you will obtain additional bonus action to use with fist attacks.
Subclass
Overview | |
---|---|
Thief | |
Features | |
Fast Hands | Very powerful feature, that will ensure we can do another throw on the initial turn of combat. |
Second-Story Work: Falling | Reduces fall damage. |
Level 10 - Monk Lv 7
New class features of Monk are unlocked:
Feature | Description |
---|---|
Evasion | Greatly reduces spell damage on Monks. |
Stillness of Mind | Resistances against some effects that could impede movement speed. |
Level 11 - Monk Lv 8
Second Feat becomes accessible.
Feat
Feat | Description |
---|---|
Ability Improvement | Get +2 Wisdom as this will give a boost to damage thanks to Manifestations and Boots of Uninhibited Kushigo. |
Alert | This feat can also be a choice. You will have a bit of reduced Armor Class and damage, but this will guarantee that you go first. |
Level 12 - Monk Lv 9
This level gives a few unlisted bonuses, mainly improved unarmed damage rolls of 1d8. Here are other things:
Feature | Description |
---|---|
Advanced Unarmoured Movement | Freely move on difficult terrain. |
Ki Resonation: Punch | Together these allow the creation of powerful blasts if used on multiple enemies standing close together. |
Ki Resonation: Punch (Bonus Action) | |
Ki Resonation: Blast |
Maximizing Ability Scores
Now, as the build progression is covered there are a few aspects and important decisions you will have to make throughout the game. These will decide your final score for abilities.
Strength - strength-based Monk
Here the choice is pretty simple and I would recommend:
- 21 Strength - Elixir of Hill Giant Strength for Acts 1 and 2.
- 27 Strength - Act 3. I was lazy to farm them, so continued using the weaker ones till the end of the game.
Dexterity - dexterity-based Monk
If you are maximizing Dexterity setup, here is how you can do that:
- +2 Dexterity - Ability Improvement feat
- +2 Dexterity - The Graceful Cloth
This will leave you at a total of 20 Dexterity - 18 if you went with Vest of Soul Rejuvenation.
Wisdom
The stat will ensure that you get a higher Armour Class and various damage bonuses from Open Hand monk features and items:
- +2 Wisdom - Ability Improvement feat
- +2 Wisdom - Mirror of Loss, Act 3.
- +1 Wisdom - Khalid's Gift in Act 3.
The result is 22 Wisdom
Potions, Elixirs and Consumables
Let's take a look at what consumables we can use to further empower the build.
Potions
These are general consumables, and most of them are activated for a few turns. Potions are separate from Elixirs and can be active together.
Consumable | Description |
---|---|
Potion of Speed | In case you or your other casters have a Concentration spell slot taken and cannot cast Haste, use this potion. It acts similarly, but the effect is just for 3 turns. |
Potion of Invisibility | Can be used to get a perfect position before the encounter starts. |
Elixirs
Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last until a long rest, making them very useful and economical.
Be sure to activate them before combat as otherwise, you will need to use Bonus Action.
Consumable | Description |
---|---|
Elixir of Bloodlust | As you will be able to easily kill at least the weakest foe, this ensures additional attacks per turn. I would go with this option once you have 22 base strength, otherwise look at the options below. |
Elixir of Vigilance | For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. |
Elixir of Hill Giant Strength | Sets strength value to 21 until the Long Rest. With this option, you can easily gimp on strength in the early game. You can put those points in Dexterity or Strength. Here is a farming guide for Elixir of Hill Giant Strength |
Elixir of Cloud Giant Strength | An upgraded version that is available mostly in Act 3 via crafting or purchasing. Sets Strength to 27, the highest value possible. |
Illithid Powers
This is a special mechanic in Baldur's Gate 3, that allows you to consume tadpoles and unlock special Illithid Powers. These range from somewhat useful, to extremely deadly. I would like to leave a few recommendations:
Base Illithid Powers
Order | Illithid Power | Description |
---|---|---|
1 | Favourable Beginnings | Very useful power to take as it does not have any costs, and provides only benefits on the first hits. |
2 | Luck of the Far Realms | Guarantees a critical hit, a very powerful action to have. |
3 | Concentrated Blast | Taking only for progression, to unlock the next power. |
4 | Cull the Weak | Passive feature that does not cost anything and automatically deals bonus psychic damage around the target, once it is close to death. |
5 | Shield of Thralls | Taking for progression, to unlock the next power, but it also provides a good bonus as temporary health. |
Elite Illithid Powers
These become unlocked later in the game as you progress. They are extremely powerful additions to the build.
Order | Illithid Power | Description |
---|---|---|
1 | Freecast | Removes any cost of Ki from using Monk actions. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Open Hand Monk build. Items are especially important as they take the build to the next level thanks to their unique effects.
Act 1
Slot | Item | Description |
---|---|---|
Melee (One - Handed) | Corellon's Grace | This weapon gives bonus unarmed damage and also deals 1d8 damage, which is better than your fists. However, you should remove it once you have Gloves of Cinder and Sizzle or Tavern Brawler feat. |
Ranged | Bow of Awareness | Gives bonus initiative, allowing one to go earlier in combat |
Hunting Shortbow | Excellent bow against monstrosities. There are plenty of them in Act 1. | |
Head | Haste Helm | Provides increased speed at the start of the combat. |
Cloak | The Deathstalker Mantle | The only option in Act 1 that is okay, is by providing once-per-turn invisibility. Only available to Dark Urge origin. |
Armor | The Graceful Cloth | Gives +2 Dexterity making it a very good choice for the end of Act 1 and the start of Act 2. |
Armour of Uninhibited Kushigo | Somewhat relatable first unarmed build armor. It is nothing special as I do not think you will utilize the effect. | |
Gloves | The Sparkle Hands | Amazing gloves that after the first hit will give Lightning Charges. These then provide bonus 1 damage lightning and can stack up with more Lightning Charges. |
Gloves of Cinder and Sizzle | Gives fire damage, increasing the variety of damage types that you do. | |
Bracers of Defence | Can be used for short period of time before obtaining the ones above. | |
Boots | Disintegrating Night Walkers | Avoids slipping on various terrains and most importantly unlocks Misty Step each short rest. These boots can last till Act 3, as walking on icy surfaces can be deadly for melee build. The item removes this problem. |
Boots of Genial Striding | Allows the Monk to walk freely on difficult terrain. | |
Amulet | Sentient Amulet | Great amulet that will be useful for most of the game. With its actions, it is the perfect choice for Monk. |
Rings | Crusher's Ring | Improves movement speed, making it easier to reach your next target. |
Ring of Protection | Gives defensive bonuses to Armour Class and Saving Throws. |
Act 2 - mid-game
Act 2 changes the landscape and there will be a lot of dark areas. Moreover, it will provide some amazing items for you to find, that will improve the build damage.
Slot | Item | Description |
---|---|---|
Melee (One-handed) | - | Not using any weapons |
Ranged | Darkfire Shortbow | I recommend using this one if you need to cast Haste before combat. Otherwise, feel free to use the ones from Act 1. |
Head | Haste Helm | The helmet is still useful for high mobility. |
Cloak | Cloak of Protection | Improves survivability and Saving Throw success. |
The Deathstalker Mantle | If you have this, it is still a solid choice. | |
Armor | The Graceful Cloth | Still a solid option throughout Act 2 due to bonus Dexterity. |
Yuan-ti Scale Mail | If you can wear medium armor, giving solid protection even if you lose the benefits of Unarmoured Defence. | |
Gloves | Flawed Helldusk Gloves | Deals bonus necrotic damage with unarmed attacks and can apply bleeding. The best thing for Act 2. |
Boots | Evasive Shoes | Bonus armor class for higher survivability. |
Disintegrating Night Walkers | The boots are still a good option in Act 2. | |
Amulet | Sentient Amulet | The amulet is great as it allows to restore Ki, which can now be easily used up using multiple hits. |
Surgeon's Subjugation Amulet | Can be an effective amulet against humanoid enemies, and fully paralyze them. | |
Amulet of the Harpers | Allows casting Shield spell, can be a lifesaver if attacked heavily for one turn. | |
Rings | Risky Ring | Provides an Advantage on attack rolls. This ring is only useful if you did not take Tavern Brawler feat. |
Callous Glow Ring | The ring effect can be activated easily by having someone cast Light on the monk. It does not work together with Shadow-Cloaked Ring. | |
Shadow-Cloaked Ring | An offensive ring that gives bonus damage against obscured enemies. | |
Ring of Free Action | Helps to reach targets faster, and not get immobilized by enemy effects. | |
Ring of Protection | Bonus armor class is a good bonus, and the ring still takes place. |
Act 3 - Final Build setup
This is the last act of the game, where you will get access to the most powerful items. To get them as early as possible you will need some planning, but overall, it should not be a problem.
Here there are a lot of options for glove slots. Each element has its own pairs. However, there will be only one most powerful legendary gloves close to the end.
Slot | Item | Description |
---|---|---|
Melee (One - Handed) | - | Not using any weapons |
Ranged | The Dead Shot (BiS) |
Increases critical range, and is perfect for improving damage. |
Hellrider Longbow | Gives a big boost to the initiative, guaranteeing that you can go first. | |
Head | Horns of the Berserker (BiS) |
The best headwear for Open Hand Monk gives a solid damage boost. Just be sure not to have your HP full, decrease it a little. |
Scabby Pugilist Circlet | Early Act 3 helmet, that improves damage when surrounded. | |
Cloak | Cloak of Displacement (BiS) |
Improves the chances of attacks missing the wearer until getting hit for that turn. |
Cloak of Protection |
Bonus armor class is good for improved survivability. | |
Armor | The Graceful Cloth | +2 Dexterity is a significant boost and makes this one of the best armors for the rest of the game. |
Vest of Soul Rejuvenation | Although not as good for offensive stats as The Graceful Cloth it is still a solid item and offers unique looks. Another aspect is that it provides additional reaction options when enemies miss you. To top all of this it gives +2 Armour Class. | |
Garb of The Land and Sky | Best for additional armor class, other effects will require you to use bonus action, so it's best to activate them before combat. | |
Gloves | Gloves of Soul Catching (BiS) |
The best gloves for Open Hand monk build. Provides 1d10 force damage boost. |
Gauntlets of Frost Giant Strength | The only option for gauntlets is if you do not plan on using Elixir of Hill Giant Strength. However, without it, you lose other glove options with cool damage effects. | |
Servitor of the Black Hand Gloves | Each of these gloves provides a different element damage bonus and various spells. Choose the element that you deal the least damage with, this way you will variety of damage. You want to be able to deal damage to enemies that will be resistant to Blunt attacks. | |
Seraphic Pugilist Gloves | ||
Snow-Dusted Monastery Gloves | ||
Thunderpalm Strikers | ||
Boots | Boots of Uninhibited Kushigo (BiS) |
The best boots hands down for Monk build. Be sure to have at least 16 Wisdom, to best utilize these. |
Amulet | Khalid's Gift (BiS) |
The best amulet for Monk, giving +1 to Wisdom. To make use of it effectively, be sure to have 17 base Wisdom. |
Sentient Amulet | The upgraded version of the amulet is a perfect choice for Monk. | |
Amulet of Greater Health | It makes any Constitution ability investment redundant as it maximizes it to 23 points. This greatly improves the overall survivability. I would take this only if you took Auntie Ethel's Hair +1 Wisdom. | |
Rings | Shadow-Cloaked Ring (BiS) |
A perfect ring for bonus damage. It requires the enemy to be obscured, so check the stealth icon, whether the sun is half-empty or full-empty. |
Callous Glow Ring | The ring effect can be activated easily by having someone cast Light on the monk. It does not work together with Shadow-Cloaked Ring. | |
Ring of Protection | Bonus armor class is a good bonus, and the ring still takes place. |
Build variations
As mentioned you can also take a different approach - obtaining a third feat. It's not mandatory as the option above already covers all the necessities. However, if you are not interested in Resonating Ki mechanic, pick below:
- Monk Level 8 - less Ki, and no Resonating Ki actions
- Rogue Level 4 - Unlocks third Feat, to improve combat capabilities. For example +2 WIS or Alert
Conclusion
Thank you for reading the Open Hand Monk build for Baldur's Gate 3. I hope you enjoyed reading the build. This should cover everything that you need to become the ultimate unarmed martial. The leveling is simple and it's easy to fill the build with very good items.
Cheers!
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