Baldur's Gate 3: Best Monk Shadow Multiclass Build Guide

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hello everyone and welcome back to the channel we are going to be going over the monk build that I created and ran in my first playthrough of Boulder's Gate 3 and ended up beating the campaign with now I ended up doing multiple playthroughs and a couple playthroughs with this Monk and this is the one that I like the most and I figured it was pretty pretty powerful and you get some pretty good combos with this uh monk build so I'm going to be going over it we are going to be choosing monk you get the action Flurry of Blows which is very very handy and this is very key to the build and our play style you get unarmored defense your reflexes are as effective as any armor while not wearing armor you add your wisdom modifier to your armor class martial arts dexterous attacks attacks with monkey weapons and unnerved attack scale with dexterity instead of your strength if your dexterity is higher Marshall death strikes attacks with monkey weapons and unarmed strike deal additional one before bludgeoning damage unless your normal damage is higher and you also get a bonus unarmed strike with a monk which is very handy you actually end up hitting a lot with this build and will go deeper into that so with our ability scores I have strength 12. uh because I don't want to dump this too low I dumped intelligence and I dumped Charisma as much as I can with my skill proficiencies I have deception and intimidation that you can check in here so I have a plus two in these two with my background I have acrobatics five and I have inside four sleight of hand five as well so we want 17 and dexterity we want this to be super high because early on we're going to be using dexterity mostly for our damage and then we want wisdom as high as we can for our uh Armor class and then Constitution as high as possible as well to help with our stamina physical endurance and affects our hip points as well as our concentration all right now we're going into level two where we get an additional key point and we get unarmored movement your movement speed is increased by 10 feet while you are not wearing armor or using a shield we also get patient defense Attack rules against you have disadvantage and you have advantage on dexterity saving throws this is a bonus action and it costs a key Point step out the wind Dash double your movement speed jump no longer requires a bonus action which is really good also costs a bonus action and key points step of the wind disengage Retreat to the safety to safety by disengaging jump no longer requires a bonus action uh bonus action for this and a key Point as well keep in mind that we are limited on key points that our key points is our monk level plus one uh do keep in mind that I did go for an orc or half orc the reason I did this is because Savage attacks when you land a critical hit with a melee weapon your damage dice are tripled instead of doubled uh I did this because I was running a dagger that was my plan but you can run with whatever you want to still really good because you get Relentless endurance if you reach zero hook Point hit points uh you get one instead of becoming downed for each long rest which is actually really good all right we are going to be choosing weigh the shadow we get Shadow or Tide hide as a bonus action basically Shadow Horse Pass Without a Trace you get plus tennis stealth bonus checks concentration two key points this is really good Shadow Works Darkness this is very situational uh blinds and obscurious enemies uh we have nothing to compact this unless you have a warlock with devil sight you can't see and uh magical Darkness so we do have an option that it doesn't let us get blinded by one of our rings but it's very hindrance if you use it don't use it situationally so it depends on uh the usefulness of it this I really don't use this at all I really haven't found any use for it so this is actually no nothing to me uh silence I do actually use this a lot uh bad thing is it costs two key points and this concentration so it's very situational if I need to silence some Casters in a big area then I go ahead and use that we also get minor illusion that helps us with stuffing around and moving around we actually have a lot of stuff on this build and we'll get into that later too all right we're in level four we get an additional key point and we get slow follow when you fall you can use a reaction to gain resistance to slow fall damage we're going to go over their feet and we're going to go with Mobility Improvement I'm going to go dexterity and wisdom and we're going to hit accept additional key points for level five we get an extra attack most martial classes do which is really good the really great thing about this is we get stunning strike where we get it with melee or we get it unarmed and this is actually really good when you need to take somebody out of combat or around one turn say you got an enemy that's doing a lot of damage or you know somebody that's like you know really really hey I gotta you know handle this guy go ahead and hit him with a stun they're out for a turn which is really good we also get cloak of Shadows this is basically an invisibility uh and certainly if you attack cast another spell take an action or take damage or level six we get an additional key point we get improved unarmored movement your movement speed increases by 15 while you are not wearing armor or using a shield we also get key and powered strikes your unarmed attacks count as magical for the purpose of overcoming enemies resistances and Immunity to non-magical damage we also get Shadow step which I originally thought was going to be really really good and it is but it's more situational than um use it majority of the time it costs a bonus action and no key which is amazing but you have to have uh slightly obscure or fully obscure and that is kind of the situation of it because there's times to where there is just light everywhere and there's no Shadows for you to you know teleport to you which is why we make use of the amazing movement of the Monk this the thing about this is is you don't take an opportunity attack so you just teleport away and it's good so if you use it disengage you don't get an opportunity SEC either level seven we get an additional key point we get evasion this is actually really really good for the monk 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 savings through it deals no damage if you succeed and only half damage if you fail and we have very high dexterity saving throws so this is really really good for us it actually a lot of people miss us so we don't really take a whole bunch of damage at once Silence of the mind if you're Charmed frightened you automatically cast still into the mind and remove the condition I hardly ever see this come up it's nice to have just in case but it's not really that important at level eight we get another feat so we are going to be boring and go for Ability improvements of course a couple things you could go for is alert you gain find bonus to initiative and can be surprised this is actually really good for you and you because you normally when you start at the beginning of this earn but we have a lot of initiative in our gear so I'm not going to worry about this too much you could get athlete to increase your dexterity by one it's a maximum of 20 but that would only leave us at 19. a couple other things you could get is tough to have a superb amount of hit points if you wanted to go strength you could do this but dexterity actually helps us out a whole lot with sneaking around and stuff like that so we're going to go to our ability improvements and then we're just going to bump this up to 20 and hit accept all right we're going at level nine we get an additional key point and then we get an advance on our movement difficult terrain does not slow you down and you can jump an additional 20 feet while you are not wearing armor or using a shield no we are not going level 10. uh you would get purity of body immune into poison and and improved in our movement again but we are going to go this way and we're going to go broke uh you get sneak attack or ranged and melee which is fine if you are using a weapon I am not but there are some of the playthrough I did use a weapon and it was actually really good Rogue level 2 this is partial the reason that why we're using Rogue is we can use Dash and disengage as a bonus action and not take up our key our key is a very finite resource and you don't want to be stuck in a battle with no key that will completely well it won't completely ruin it but it'll be kind of you know iffy you still hit strong you still hit a lot but you really don't want to run out of key in the middle of a battle so this is going to help you out with your Mobility without having to waste the key and this is the main reason that we are taking the thief is for the bonus action fast hands we don't care about the Second Story work because we already gain resistance to Falling damage through the monk but having two bonus actions is very good for the monk one to hide one to use our Flurry of Blows or one to do a disengage or a dash that way we have one open to use our furry of blows or other things if needed it really feels poor on other classes that don't have a second bonus action in my opinion I've grown very accustomed to this and I miss it a lot when I don't have it in any other classes but that is us at level 12. all right so we have an armor class of 19 as a monk which is actually really good we're going to be going over our gear and some of the stuff we have over here we did take illicit Powers um I'll be going over that in a second whenever we uh after we go over uh what gear I have right now our ability scores end up looking like this and we end up having a 13 sleight of hand and 13 inch stealth and then if we take passes without it Trace that ends up giving us 23 to stealth um you can basically sneak into anything um it is very very hard for anybody to detect you which is really really good and really great for setting yourself up for situations where you need to set up a battle right and you know get behind a mob or an enemy and deal damage that way sleight of hand is also 13 which is phenomenal and acrobatics is nine animal handling we have that Insight is very important and our deception intimidation is plus three which is actually pretty good since we dumped our Charisma so this is our movement speed is 45 feet Dark Vision 40 feet um I got this off of a boss fight we're going to be getting plus two to attack rows and initiative rules and perception checks a cloak of displacement at the beginning of a where's turn cloaked activates and grants enemies disadvantage on Attack rules that Target the wear now all this gear is not mandatory this is actually just stuff that I picked up uh randomly because I've actually specked in and out of this build trying different stuff real quick so a lot of the best gear is I really don't have so if you you can find a lot better gear for this build this is actually really important careful this might be a spoiler for you guys so this is a fight that you get doing Shadow Hearts questline so if you don't want to be spoiled on that just skip ahead a little bit but this chess piece is actually very good for stealth checks then you also get this also one of the bots in the game uh your arm unarmored attacks do one D4 Force damage and you get high spell casting plus one to spell save DC uh this boots you get in the underdark where you get Misty step this is also very important for your Mobility also costs a bonus action Amulet of unworthy you gain resources to slashing damage but also grants invulnerability to bludgeoning damage uh ring of truthfulness you gain advantage on inside checks and then blind immunity where cannot be blinded this is actually very important uh just in case you're in darkness or if you're you know somebody tries to Blind to you this is actually really good and then githinky crossbow uh any o or you know high damage bow or high damage crossbow or anything like that this part isn't really important because we're mainly going to be in melee but in situations that you can't get up to an enemy which is very rare that helps to you know use this I'm not even proficient in this so it's just something that I really wanted to have just in case you know I need to hit somebody from far away that's what I can do that way I don't lose out on a turn or in action all right I'm going to be going over my illithib Powers I didn't take a whole bunch of these but I took a few of them that is going to be very very important so if you don't want to be spoiled by this you can go ahead and move to later on in the video first of all we're going to be taking favorable Beginnings your first attack roll ability checks that you make against the enemy is equal to getting to bonus equal to your proficiency which is very strong and this one look at the far Realms is probably one of the most broken things in the game when you successfully attack against a foe you can change that into a critical hit the good thing about this is this only once per long rest but you know it is very handy and whenever you hit a big crit you really want to be able to uh use that I have charm simple fact is that if somebody attacks me you can charm them as a reaction just in case you know because this guy is still really squishy even though we have a 19 armor class you still don't want people to attack him very much you'd rather them attack one of our other party members that we have over here and they basically we got built as a tank with that we also have transfuse health we only took this one to come over here and get this one this one is actually very very strong perilous steak invests a creature with power that heals it when it attack but also makes it vulnerable to all damage last three turns so it can potentially heal itself but it also makes it very vulnerable so if you pop this on and then do a couple rounds of your Flurry of Blows this is actually really really strong we can actually take out most regular enemies and does severe damage to bosses a shield of thralls is actually pretty good and I'd probably come down here and do call the week whenever you bring a creature down to fewer hit points then your number would have evolved illicit Powers it dies in all nearby enemies take 1d4 second damage I actually didn't want to take the uh elephant Powers at the beginning of this run but I ended up breaking down and going for it because look at the far Realms it's just too strong I did want to mention an alternative Cape which is the shade Slayer cloak which is actually pretty good uh stealth critical while hiding the number of roles you need to make a critical hit while attacking is reduced by one this effect can stack so this is actually really strong but I also like the opportunities that the other cloak gives us too thank you guys so much for choosing to watch the video if you like the content please go ahead and leave a like subscribe and comment down below what you guys think of the build or some things that you might have done differently and until next time Tebow now
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Channel: TiBone
Views: 72,365
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Keywords: baldurs gate 3, baldurs gate 3 monk guide, baldurs gate 3 builds, baldurs gate 3 build guide, baldurs gate 3 monk, baldurs gate 3 monk build, baldurs gate 3 monk multiclass build, bg3 monk, baldurs gate best monk build, bg3, bgiii, baldur's gate 3 gameplay, baldur's gate 3 info, baldur's gate 3 information, baldur's gate 3 review, baldur's gate 3 builds, baldur's gate 3 monk, larian studios, Monk, Rogue, bg3 monk build, baldurs gate 3 shadow monk guide, baldurs gate 3 build
Id: hrFYTcC7VPE
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Length: 16min 42sec (1002 seconds)
Published: Thu Aug 17 2023
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