Baldur's Gate 3 Build Guide | Shadow Monk | Ultimate Shinobi Build

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[Music] [Music] [Music] [Music] yeah [Music] [Music] [Music] hello and welcome to another balers Gate 3 build video I am stealth and as you might expect from someone with a username like mine it was only a matter of time before I covered this class so this video I'm going to be going over my way of Shadow monk build between its infinite use invisibility and its extremely high damage output there's pretty much no challenge this build can't complete so without further ado would first be going over character creation and levels and then I'll follow up with all the items you will want to acquire from throughout the game so on to the build starting with character races for recommendations I have just the wood elf and half wood elf for their increase movement speed as for why I'm not suggesting half work and gith like I usually do for melee builds half Works increased crit damage is not applicable to non- weapon-based melee attacks like our fists and the gi's movement spells are not needed due to Shadow step which Shadow Monks will acquire at level six so for our build and ability scores they are as follows for these ability scores at first glance it may seem a bit odd that we are investing in both strength and dexterity but we need decks for both the initiative and AC since we want to move first and will not be wearing armor and then we need strength for the tavern brawler feet which we will be acquiring at level 4 which will in addition to its passive also grant us an additional point to allocate in strength hence the 15 instead of of 16 now with ability scores done let me just say oh my God monks just get so many passives and skills through leveling and as such I will not be covering each and every one of them individually so the general gist of all these skills is that we gain massive advantages for not using weapons and armor moving on to level three we get our way of Shadow subass this grants us access to various spells as Shadow Arts allowing us to use our key points effectively as spell slots going to mention here that if you want to build for Pure DPS that way of the open hand is probably a better suited subass as it offers significantly more damage and melee versatility at the cost of way of Shadows invisibility and Shadow step now moving on at level four we want to take the tavern brawler feet this increases our strength by one and doubles our strength modifier for our unarmed attacks or in the case that our dexterity is higher this will add both our decks and our strength to our fists at level five we gain cloak of Shadows giving us the ability to turn invisible in obscured areas this is essentially infinite as it costs nothing more than our action similarly at level six we acquire Shadow step which is essentially Misty step between obscured areas and just like clo Shadows does not cost anything other than your bonus action for our next three points we take Rogue and go the thief subass this grants us the fast hands passive for the additional bonus action then for our final three levels we can either go three more points in monk or we can multiclass and go three points into Druid and go the circle of spores subclass for the monk option this gives us the passives evasion which greatly reduces damage from spells that induce saving throws Stillness of the mind making us immune to fear and charm our de strike passive upgrades increasing our unarmed damage from 1d6 to 1d8 and advanc unarmored movement making us immune to difficult terrain additionally we gain an additional feat and three key points to make use of as for our Druid option this gets us some useful spells like long Strider and more importantly we gain the symbiotic entity skill allowing us to add an additional 1d6 necrotic damage to our attacks as long as we can keep the temporary HP given by the skill active this is not that difficult to do given our infinite use invisibility and Shadow step thus making this added damage practically a given for our attacks while these options may seem monk favored in terms of what we acquire that added D6 neonic damage can't be discounted for how much added damage that can really be over the course of a fight so after you've made your choice that's all for our levels and with that finished I'll now be moving on to the items this is your spoiler warning for the locations of various items from throughout the game these item locations sometimes contain minor spoilers about events throughout the game and while I try to keep these location descriptions as spoiler free as possible it's impossible for them to be completely spoiler free so if you don't want to be spoiled you've been warned so for the items in ax one and the mountain pass I've tasked Quincy with getting me those items and for once he actually did his job without any issues so if we could all congratulate Quin for a job well done I'm sure he'd really appreciate it so starting with the weapons even though later we will be for goinging Weaponry in favor of our fists in the early game AKA act one we may prefer to use weapons to take advantage of our monk weapons passive so for the three weapons I recommend using failer Alo if your race gives you long sword proficiency is very good due to its shriek skill otherwise these stabs mourning Frost and carin's race would be our best options you may notice that I don't have either of them on hand this is in fact a reference to the fact that I literally could not figure out where I put them in this playthrough because I don't sell items usually in my game playthroughs I actually just can't figure out where they are so deal with my Wiki pngs moving on the haste Helm will increase our movement speed and give us good mileage for most of our playthrough the armor of the uninhibited kigo is one of the only pieces of clothing in act one that actually does anything for our character the other option being the protect the Sparks wall which is only good if we are using something that gives us lightning charges say for example the sparkle hands our alternate glove options to those are the brazers of Defense which raise our AC since we won't be using armor or rings Crusher ring gives us a big movement speed increase and the Ring of protection will let us raise our AC even more finally the guest stalker mantle is the best cloak in the game so it's obviously very good for this build as well as being thematic for our shadow monk play style as for why there is no boot or necklaces recommended it is because the items I would normally recommend AKA The Amulet of Misty step and the disintegrating night Walkers are both not nearly as relevant for this build due to this build's access to Shadow step making Misty step mostly unnecessary as for the mountain pass there's only three items where worth picking up there those being the graceful cloth which lets us increase our decks by two and is one of the best clothing options for us in the entire game the gloves of Cinder and Sizzle which adds more damage to our fists this is the point at which you may want to drop your weapon and use only your fists but at this point it's still pretty even between weapons and fists and finally the strange conduit ring is always a good choice for any damage dealing build that's all for a one and the mountain pass thank you Quincy your job is done you can leave now moving on to act two seeing as we are a shadow monk talking about the shadow lands and since I made a Securo reference at the start better to show off these items than a shadow owl bear I don't know where the bear comes into the analogy but not everything can make sense so getting started the dark fire short bow gives us resistance to Fire and Ice and the spell haste the ccal protection gives us additional AC for the same reason the evasive shoes are also good the flawed held the gauntlets give our fists and Alternate damage type the shadow cloak ring lets us increase our damage even more since we ourselves will be sticking to obscured areas meaning our enemies will naturally approach them as well and finally The Amulet of the Harpers is always a good choice to round out any builds item set so here are the items for act three all right let's get these out onto a fay nice okay first start off with the range weapons starting out with the Deadshot which lets us increase our Critical Strike chance alternatively gter male for its Celestial haste ability is also great for helmets the horns of the Berserker although they were recently nerfed in patch four are still a good option the mask of Soul perception is the other Helm I recommend using the cloak of displacement is never a bad choice for any build the vest of Soul Rejuvenation is one of the old only clothing options that can rival the graceful cloth for our build the hust gloves offer an upgrade to our damage output however if you can get these you'll very soon be acquiring the gloves of Soul catching the best gloves in the game for monks bar nun finally similar to our other two options the gauntlets of Hill giant strength are honestly not that bad of an option if you prefer to have flat damage instead of a dice roll the boots of uninhibited kushy go are our best boots options increasing our damage even further the phas semblance amulet is always a decent choice on most builds and finally The Amulet of Greater Health increases our Constitution and allows us to respect those points elsewhere and that's all for the items thank you guys so much for watching Remember to like comment and subscribe if you enjoyed the video I'm going to continue to try and get these out weekly but I can't promise that for sure since these videos are just a hobby for me but either way I'll Quincy get off those it's dangerous over there
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Channel: Stealth
Views: 55,197
Rating: undefined out of 5
Keywords: balder's gate 3, bg3, bg3 build, baldur's gate 3, baldurs gate 3, balders gate 3, build, guide, op, multiclass, OP, monk, way of shadow, shadow, shadows, way of shadows, way of the shadow, way of the shadows, rogue, thief, druid, spores
Id: sJE66TekQ7U
Channel Id: undefined
Length: 12min 2sec (722 seconds)
Published: Fri Nov 24 2023
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