Best Way of Shadow Monk Build - Baldur's Gate 3 (BG3)
Contents
Way of Shadows Monk Build
This build is the perfect choice for Dark Urge or Solo playthrough. It is very similar to Gloomstalker Assassin Build, which I made some time ago. However, the main difference is how the monk can handle mobility and invisibility.
Shadows Monk can teleport between shadows at the cost of bonus action. This seems normal - others can use Misty Step. Yeah, but this one only costs bonus action, with no limit on spell slots or resting. That is not all.
The next step is Cloak of Shadows. It allows you to become invisible and stay invisible while obscured. Again, this has no limitation only action points. Why invisibility is important? If the enemy cannot find you, they leave combat.
To top this, the build can utilize both unarmed and melee weapon combat based on what situation allows. The main downside is that the build starts going from level 5 and reaches its full potential on level 9. That can be late for some people, but I promise it's worth it!
Hope I got your interest and let's jump into the build
Combat Explanation
The build can be quite complicated, especially for new players. I think it warrants some explanation of how one should play it, as it is different from a vanilla monk.
The early game
The early game is simple, and you play with a monk - bash your fists against the enemy until it dies. Or rely on ranged attacks, if you are playing Solo to kite enemies. Be sure to utilize the environment - barrels, chandeliers, etc.
Understand Obscured mechanic
The most important part, before jumping further is to understand obscured mechanics. If you hold "Shift" on the keyboard, you can see whether an area has full sun, partially filled sun, or empty. Partially and empty suns means that the area is obscured.
This is important as you can enter sneak easier on these areas. Moreover, many of the item bonuses that the build uses will only work here. Some areas, that have full sun, are easy to fix. Extinguish nearby light sources, by using the Invisibility spell - from scroll or group member.
Cloak of Shadows
Things start to get interesting from level 5. This is when you obtain Cloak of Shadows. It is the iconic ability of a shadow monk, giving it the ability to become invisible at any time while obscured. If you leave obscured places, the invisibility breaks so be mindful of that.
Why is this important? It allows you to become invisible in combat, and move away from your last location. After that enemies will try to detect you. If they don't the combat ends, and you are free to go.
I think you get the gist. You can chain this to clear rooms full of enemies. However, this costs you an action point, which does not leave you many options to attack. Well this is where Monk's special action comes in and the Thief Subclass
Bonus Actions and Flurries
Okay, so we have covered the mobility, but now comes the question of damage. The action point would be used for invisibility, how can you then attack? Here is where Flurry of Blows comes in. It gives two attacks for a cost of bonus action and ki points. Powerful, right?
With Thief (Rogue lv 3), you can do two of these attacks per turn. You can even reach 3 if using a Helmet of Grit. So as you can see this damage is nothing to scoff at, and you can easily take out one or two enemies per turn, before becoming invisible again.
Shadow Step
Now the last aspect of Shadow Monk. At level 6 you will gain Shadow Step. It is similar to Misty Step and it allows you to move from shadow to shadow at the cost of bonus action. No cost for spell slots or ki points.
Because you will have at least two bonus actions, if the situation arises, you can just teleport away from the enemy and either flee or become invisible further away.
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.
Starting the Game
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for Way of Shadows Monk. Some of these choices are impactful as you cannot respec them.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc. Also, keep in mind whether your picked race has Shield proficiency as this can improve survivability or give benefits for offensive.
Race | Features | Description |
---|---|---|
Githyanki |
|
Very versatile race, that unlocks some good actions for combat and exploration. |
Wood Elf |
|
A very popular race choice. The subrace is perfect for increased movement speed. |
Wood Half-Elf |
|
One of the more popular options, Wood Subrace gets bonuses to bonus mobility, you will not need that as much later in the game. |
Half-Orc |
|
Great race as a frontliner when you are often in melee combat. Moreover, the bonus critical rolls provide a bit of bonus damage. |
Class
The build is going into one class - Fighter. They give all weapon and armor proficiencies, making them extremely versatile front liners - two-handed weapons, swords, scimitars, dual-wielding, etc.
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 |
Boosts both of these from your Wisdom modifier. It will synergize well with increased armor class. |
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 | I recommend leaving it this low or 10. The main reason is that either you will go with Tavern Brawler and use Elixir of Hill Giant Strength to set it to 21 or rely on Dexterity for damage. Either way, there is no point in increasing strength to more than 10. |
Dexterity | 17 (15+2) | This plays a few roles. First, it improves Armor Class. Second, it improves initiative allowing to go earlier during the Turn. Last, if it's higher than your strength damage, and attack rolls, will get a bonus from Dexterity. If you will not use Auntie Ethel's Hair, I recommend setting it to 16 and using that point either on Charisma or Strength. |
Constitution | 15 | Important for HP and survivability. If you will not get Tavern Brawler, set this to 14. |
Intelligence | 8 | Not important ability for the build |
Wisdom | 16 | The ability is important until you start using Light Armor. This will either be Act 2 or Act 3. Wisdom provides a bonus armor class making it easier to avoid enemy hits. However, when wearing armor it will stop serving any purpose besides skill checks. |
Charisma | 8 | This build should not rely much on this ability. |
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
Here is the detailed progression for the Shadow Monk build to get you started. You can use it as a guideline because early games can be daunting and overwhelming. Later on, once you get the feel for the class you can start picking your options
Overall, up until levels 5-6, it will be quite difficult to do much. You do not have access to the iconic actions - Shadow Step and Cloak of Shadows. So until then, I recommend staying with a vanilla setup and using your fists and clothing to maximize survivability.
You could also go with Open Hand Monk Build until level 6 and then respec. If you are doing a solo run, learn the encounters, use the environment to your advantage, and utilize ranged attacks.
Level 2
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
Well, 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.
You can reach 22-24 based on in-game decisions, items, and picking feats. However, in Act 3 there will be an upgraded version - Elixir of Cloud Giant Strength, that will set it to 27. This is the highest possible strength value.
As Shadow Monk this will cost you usage of other elixirs. However, your Flury of Blows will deal unparalleled damage and even more once you obtain a second bonus action.
Level 3
As a Monk at level 3, you can choose the subclass. It impacts how you play the build and what combat options there are.
Overview | |
---|---|
Way of Shadow | |
Features | |
Shadow Arts: Hide | Allows hiding with just bonus action instead of action. |
Shadow Arts: Pass Without Trace | Can be useful if you need to pass stealth checks with companions. For example, sneaking through areas where enemies may see you. |
Shadow Arts: Darkness | Very powerful action that can complement both Shadow Monk and Warlock with Devil's Sight. You can use this to hide from ranged enemy attacks, and safely attack anyone that dares to enter. I recommend Eversight Ring if you plan on doing melee combat inside to avoid getting blinded. |
Shadow Arts: Darkvision | Not as good as it sounds. Sadly, it does not work with the Darkness spell. |
Shadow Arts: Silence | Another powerful action, that you can use to break enemy concentration or immobilize mages. |
Minor Illusion | You can use this while being invisible. Group enemies together and let your caster kill them, or cast Darkness to change the playing field. |
All of these actions can play an important role in the combat based on the situation. The most important one, in my opinion, is Shadow Arts: Darkness so here is a section covering it:
Using Darkness
This can be one of the most powerful combos that you can do, breaking enemy logic and actions. There are a few sources of it - spell Darkness, shadow monk action - Shadow Arts: Darkness, and items like Shar's Spear of Evening, that can create it at will.
The main idea is to have a way to counteract its blindness effect. For Monk, you can equip Eversight Ring or Shar's Spear of Evening and gain an advantage on enemies that dare to enter it.
Next, wait till enemies come close to the edges or are inside, then you can attack them without any repercussions. However, before ending the turn be sure to stand in the middle of the shadow. This way enemies with Long Reach cannot hit you.
The good thing is that normal spells and ranged attacks cannot reach you. You can stay safe inside, running to the edge and chipping away at your confused foes. be sure to have a ranged weapon, in case they stand further away.
Level 4
Level 4 brings the first feat, it will be a huge improvement.
Feat
Here you can select from a few choices, based on your playstyle and what kind of playthrough you are doing.
Feat | Description |
---|---|
Tavern Brawler | If you plan on using Elixir of Hill Giant Strength, this one is almost mandatory. It gives both damage and attack chance boost with unarmed attacks. Even if you will rely on melee weapons, your bonus action, can still do the highest damage with Flurry of Blows. Be sure to add an ability point to the Constitution, for a total of 16. |
Alert | If you are doing a solo run, this feat is priceless. Getting it early will allow you to avoid many situations that could take out the Shadow Monk in a few hits. |
Ability Improvement | If you are playing with a full party and not using Elixirs of Hill Giant Strength, then +2 Dexterity is the way to go. |
Level 5
This is a huge milestone for Shadow Monk build as it unlocks a few powerful features.
Feature | Description |
---|---|
Extra Attack | Allows striking twice, greatly improving the damage output. However, for shadow monks, this will not be as important. The main reason is that the build will be saving that action point for Cloak of Shadows. So It would be best to utilize this if you have Haste or Potion of Speed activated on yourself. |
Monk class also gains special action giving a little bit of crowd control capabilities.
Actions | Description |
---|---|
Cloak of Shadows | The signature action of Shadow Monk. You can use an action point to become invisible while staying in obscured places. This is a truly powerful capability, that can be used without any limitations. I will cover more, on how to utilize this in the Combat section. Just to tell you, it allows Shadow Monk, to singlehandedly clear most of the encounters without getting hit. |
Stunning Strike (Melee) | This can be activated when using melee weapons. Makes the enemy skip the turn |
Stunning Strike (Unarmed) | It can be activated when using Unarmed attacks. Makes the enemy skip the turn. |
After unlocking Cloak of Shadows I suggest equipping recommended weapons in the equipment section. You will now use action points, for either Cloak of Shadows or Stunning Strike (Melee). So this opens up weapon slots as a stat sticks to improve your off-hand Flurry of Blows damage.
Level 6
This is the last level before jumping into multiclassing and it unlocks another signature action of Shadow Monk
Actions | Description |
---|---|
Shadow Step | This allows you to move freely between shadows. As it costs bonus action, it can be used indefinitely without a spell slot or other limitations. This is a perfect way to reach enemy backlines or set yourself up before the combat starts. |
Monk class also gets an additional feature:
Feature | Description |
---|---|
Ki-Empowered Strikes | You can now overcome resistance to non-magical attacks. |
Level 7 - Rogue Lv 1
Now, let's jump into the next important step for Shadow Monk Build - unlocking Rogue via multiclass:
Overview | |
---|---|
Rogue | |
Features | |
Sneak Attack (Melee) | This can be exploited with weapon attacks for an additional 1d6 damage once per turn. Be sure to have an advantage or attack from hiding. Later, more damage rolls are added. |
Sneak Attack (Ranged) | This can be exploited with weapon attacks for an additional 1d6 damage once per turn. Be sure to have an advantage or attack from hiding. Later, more damage rolls are added. |
Skills
Picking the Rogue class allows one to select additional skills. My recommendation would be Sleight of Hand. With it, you can unlock most of the chests in the game. Here are my suggested options:
- Sleight of Hand
- Acrobatics
- Insight
- Perception
- Survival
Level 8 - Rogue Lv 2
This level gives some options for bonus action. However, there is nothing important.
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 unlocks a rogue subclass that improves Shadow Monk combat prowess, especially with Flurry of Blows.
Subclass
Overview | |
---|---|
Thief | |
Features | |
Fast Hands | Allows another bonus action, in Monk's case this will be Flurry of Blows, for more damage per turn. |
Second-Story Work: Falling | Reduces fall damage. |
Overall, this will greatly improve your damage output on the first turn.
Level 10- Monk Lv 7
The level unlocks a few class features
Feature | Description |
---|---|
Evasion | Gives a huge survivability boost against spells. |
Stillness of Mind | Allows for avoiding Charmed and Frightened conditions, making many combat encounters easier. |
Level 11 - Monk Lv 8
The second feat of the build is unlocked and an additional Ki Point has been added.
Feat
Feat | Description |
---|---|
Ability Improvement | You can go for Ability Improvement, and in this case, Dexterity +2, is great both for initiative and bonus Armour Class. Moreover, if you are not using Elixir of Cloud Giant Strength, it will boost your damage. |
Alert | Again, I recommend this one, as it is a game-changer in some encounters for Shadow Monk. |
Level 12 - Monk Lv 9
The last level gives new features that are not relevant to the setup the build uses. However, there is one important upgrade.
Feature | Description |
---|---|
Advanced Unarmoured Movement | Can freely walk through difficult terrain, making it easier to reach foes. Perfect for situations where there is Ice, Grease, or other effects on the ground. |
There is an unmentioned upgrade, the monk Martial Arts: Deft Strikes at level 9 Monk gain 1d8 rolls, instead of 1d6. When using flurries this is an additional 2~ points of damage per flurry.
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. if using this one, you could set the strength to 8 via respec. |
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 Shadow Monk Build. Items are especially important as they take the build to the next level thanks to their unique effects.
Act 1
In Act 1, you should be using Unarmed attacks most time, especially once you get The Sparkle Hands or Gloves of Cinder and Sizzle or Tavern Brawler feat.
I also recommend wearing a shield if you have proficiency.
Slot | Item | Description |
---|---|---|
Melee (One - Handed) | Knife of the Undermountain King | I recommend picking this weapon up, it will come in handy later on, once you unlock Cloak of Shadows and obtain Flawed Helldusk Gloves |
Corellon's Grace | A good staff, that can be used by Monk for additional unarmed damage. You will still have to attack with the weapon for the main hand and use bonus actions to attack with fists. I only recommend using this until you get the first gloves with bonus damage, like Gloves of Cinder and Sizzle. After that just use unarmed attacks. | |
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 | Gloves of Cinder and Sizzle | It gives fire damage, increasing the variety of damage types that you do. |
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. | |
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.
This is also where I recommend equipping Knife of the Undermountain King and a shield if you can. Besides that, there are a few weapon options if you cannot do that.
Slot | Item | Description |
---|---|---|
Melee (One-handed) | Justiciar's Scimitar | Its unique effect can be used to deal bonus damage without breaking concealment. Just be sure to wear this on the main hand. |
Knife of the Undermountain King | Having this weapon equipped will increase critical roll range. This is important once you start attacking mainly with bonus actions. | |
Melee (Two-Handed) | Shar's Spear of Evening | This is another good weapon, that you can use for dual-wielding. However, this requires you to make some evil decisions, so it may not be accessible. |
Ranged | Darkfire Shortbow | Amazing bow that allows to precast Haste before combat. This may not seem big as you can use Potion of Speed, but sometimes its short duration is not enough. |
Bow of the Banshee | Can frighten enemies, making them unable to move, and giving you and the party a big boost. | |
Head | Dark Justiciar Helmet | A more powerful version, but requires Medium Armor Proficiency. |
Covert Cowl | This headwear will lead you through the rest of the playthrough unless you have medium armor proficiency for other options. | |
Cloak | Cloak of Protection | Improves survivability and Saving Throw success. |
The Deathstalker Mantle | If you have this, it is still a solid choice. | |
Armor | Yuan-ti Scale Mail | If you can wear medium armor, this is an amazing choice as you can scale its Armour Class beyond +2 from Dexterity. |
The Graceful Cloth | Still a solid option throughout Act 2 due to bonus Dexterity, before getting ASI +2 Dexterity. | |
Gloves | Flawed Helldusk Gloves | Deals bonus necrotic damage with unarmed attacks and can apply bleeding. Also deals bonus damage with weapon attacks, perfect for what is Shadow Monk build aiming. |
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 for the restoration of Ki Points. |
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 is a mandatory ring as it will both guarantee more hits and a higher chance of critical hits. |
Shadow-Cloaked Ring | An offensive ring that gives bonus damage against obscured enemies. | |
Eversight Ring | If you use Darkness heavily and don't have Shar's Spear of Evening, this ring is perfect to avoid blindness | |
Ring of Protection | Bonus armour 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.
There are two main setups that I see, that I would like to cover with weapons:
If playing with a group of 4 characters, then relying on Cloak of Shadows every turn is not necessary. So you can use your action point to attack two times.
Slot | Item | Description |
---|---|---|
Melee (One - Handed) | Crimson Mischief | A ridiculously powerful dagger, that when worn on the main hand deals a bonus 7 piercing damage. In addition, it adds 1d4 necrotic damage. it's not as good when worn in the offhand. |
Rhapsody | The most versatile weapon to be worn when dual-wielding. The Scarlet Remittance effect gives bonus damage for each killed foe during the Long Rest. This is important as this also works on unarmed attacks. | |
Knife of the Undermountain King | Until you get both of the above ones, this one serves as a perfect option to wear. | |
Melee (Two-Handed) | Shar's Spear of Evening | Now, this is not as powerful as Crimson Mischief in pure damage. However, it is still good and has interesting unique effects, like blindness immunity. |
If you are going for a Solo playthrough, weapon slots will be used to improve critical chances as you will mostly rely on Flurries. However, this can still deal substantial damage in case you have the option to attack. Shar's Spear of Evening is also a contender in case you heavily rely on Darkness.
Slot | Item | Description |
---|---|---|
Melee (One - Handed) | Blade of the First Blood | Increases critical range rolls. The main hand effect is not as relevant because you will be wearing Bhaalist Armour. So I would recommend wearing this in the off-hand. |
Rhapsody | Perfect contender for the setup as the bonus damage also applies to unarmed attacks. | |
Knife of the Undermountain King | Improves damage and critical rolls for unarmed attacks. |
Now, for the other equipment:
Slot | Item | Description |
---|---|---|
Ranged | The Dead Shot (BiS) |
Increases critical range, and is perfect for improving damage. However, this requires Longbow proficiency, it's not a big problem if you are not using ranged attacks, as that does not bring any downsides for melee combat. Otherwise, you would have to be Elf to have the proficiency. |
Darkfire Shortbow | Amazing bow that allows to precast Haste before combat. This may not seem big as you can use Potion of Speed, but sometimes its short duration is not enough. | |
Hellrider Longbow | Gives a big boost to the initiative, guaranteeing that you can go first. However, you will need to get Longbow proficiency from race. | |
Bow of Awareness | Bow from Act 1, is useful for a bonus to initiative. | |
Head | Horns of the Berserker | I think the best option for the helmet is thanks to a necrotic damage boost. This is better than a critical range boost. Otherwise, use the ones from Act 2. |
Helmet of Grit | I think this would be the best helmet as you could do an additional Flurry attack with Bonus action. However, this requires you to have less than 50% HP. If you decide to use this, be sure to equip Amulet of Greater Health. So it is a very risky option. | |
Cloak | Cloak of Displacement (BiS) |
Improves the chances of attacks missing the wearer until getting hit for that turn. |
The Deathstalker Mantle | Ensures an easy way to become invisible and leave combat. | |
Shade-Slayer Cloak | The cloak can serve a purpose for Shadow Monk as you often attack from hiding. However, it should not take priority over survivability, the additional critical range, is not that strong when you average everything. | |
Armor | Bhaalist Armour (BiS) |
This is the creme de la creme of this build. It is ridiculously powerful armor, that doubles the damage of piercing weapons. If you are using your weapon attacks to some extent, just take this if the story choices allow. |
Elegant Studded Leather | Although not as good as the one above, the Shield spell can be a lifesaver. | |
Armour of Agility | If you can wear medium armour this is another great option for Shadow Monk. | |
Gloves | Helldusk Gloves (BiS) |
The best gloves in my opinion as they work both on weapon and unarmed attacks, covering all your damage options. |
Gloves of Soul Catching (BiS) |
If you mostly rely on Flurries, these gloves are crazy. They give the highest bonus damage of 1d10 | |
Boots | Helldusk Boots (BiS) |
These boots are amazing. Although you would lose some damage, its advantages of overcoming difficult terrain are nothing to take lightly. |
Boots of Uninhibited Kushigo | Very good boots, that you obtain early in Act 3. For this reason, you should also have your Wisdom modifier positive. | |
Amulet | Sentient Amulet (BiS) |
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. Use this together with the Helmet of Grit. | |
Magic Amulet | Gives an Advantage on attack. I would use this only if you do not have Risky Ring. Otherwise, this does not provide much use, besides Saving Throw Advantage. | |
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. |
Risky Ring (BiS) |
Increases critical chance and success of attacks landing on the target. | |
Eversight Ring | If you use Darkness heavily and don't have Shar's Spear of Evening, this ring is perfect to avoid blindness | |
Ring of Protection | Bonus armor class is a good bonus, and the ring still takes place. |
Build Variations
There are a few variations that the build could be changed about. I think it is more for advanced players who are likely doing some deeper optimizations.
Setup | Description |
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This unlocks the third feat, if you need that. However, you lose 1d8 on unarmed attacks and Ki Point. |
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This is a perfect solo-run build. It gets Action Surge, for first-turn burst attacks, and can equip all weapons. It would require some advanced optimization and testing, with stuff like dual Spears. You will most likely also drop Flurry of Blows and Tavern Brawler altogether and concentrate only on weapon attacks. This utilizes monks' Cloak of Shadows and Shadow Step for mobility. |
Conclusion
Thank you for reading the Way of Shadows 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 killer from the shadows.
Cheers!
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