Baldur's Gate 3 Levels 1-6 Early Game Monk Guide

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
monks come with Proficiency in simple weapons and short swords and that's it no armor proficiencies whatsoever but that's okay because they do get something called an armored defense so instead of just adding your dexterity modifier to your armor class you add your wisdom modifier as well now since we're down at the class features let's look at the rest of them to martial arts dexterous attacks attacks with monk weapons now we have to actually look at this because and this is one of the reasons I'm actually doing the monk first and just an introduction to monk is because we haven't had any experience with it during early access to Mac weapons are those with which the mic has proficiency and it doesn't matter where the proficiency comes from and which do not have the two-handed weapon or heavy properties so we cannot use a great sword and have it be a monk weapon we can't use a glaive or a halberd it does very interestingly does include versatile weapons such as a long sword or Warhammer let's say anyway if we're using a monk weapon we can use dexterity instead of strength which is maybe why you'd want to use a longer sword because when you're using it with two hands it's not two-handed but when you're using it with two hands it has won the 10 damage then we have Deft strikes attacked with monk weapons and unarmed attacks that's probably the important part for now you're wonderful wonderful blood-ting damage this goes up as you level up not every every level but at certain levels unless the damage is normally higher and that's fine because let's say you've got a quarter stuff right this the monk starts with the quarter stuff they will do the 1d8 damage plus the dexterity modifier and we also get bonus unarmed strike after making an attack with a MAG weapon or while unarmed you can make another an armed attack as a bonus action even from Level 1 you can be making two attacks per turn one with your weapon or an armed and the second one has to be an unarmed attack an armed attack isn't particularly strong but it all adds up it all really does add up and then we also from level one which isn't the same as fifth edition we get Flurry of Blows which requires a key point a special resource unique to monks instead of making one an armed attack you can make two with your bonus action interestingly you can use Flurry of Blows without having made an attack with your melee weapon first but you cannot just do a single unarmed strike without having used your monk weapon first it does mean you can use your bonus action and a key point to do two unarmed attacks and then your action to do something else if you wish now before I take a look at the races I do just want to say this will only cover really the first six levels and kind of where you get up to during the First Act that's because I've been using my review time to be playing a month in just a month I haven't really played anything else so all of the experience that I've got at the making of this video which before the full release is from playing through act one with a monk so when we're looking at the races one of the things we can be looking for is actually any weapon proficiencies that we wouldn't normally get to elves with elves and High Elves both get access to long sword proficiency the others the Longbow isn't so important I haven't done very many ranged attacks I do use it sometimes so having long boy proficiency is a good thing and also there are some magical weapons and it might be good to be proficient with the Longbow out of high off in Wood off I'd probably go with wood off because it gives us extra movement speed we're going to be getting extra movement speed anyway but if we can stack it up the more you can stack it up the better with without we also get extra proficiency with stealth if I was going to pick a cant trip maybe friends perhaps maybe minor illusion that there is another way to get that and without giving anything away too much light was actually a pretty decent choice tieflings get you spells rather than weapon proficiencies so maybe you want to pick up a tiefling instead however you're unlikely to be using an attacking cantrip such as as Moses tiefling is getting access to produce Flame because you really want to be using your action normally or your weapon attacks because they do more damage Crown can be a good choice instead of having a long sword to get Rapier which monks don't usually get access to and it's one-handed you also you get access to hand crossbows which could potentially be useful because you can still use those with your offhand attack with your bonus action and you still do get your dexterity modifier added to the Damage Done by hand crossbows and we also do get access to some spells also all types of elves I forgot to say earlier means you can't be put to sleep magically which is pretty useful early on humans don't do so well we get light armor proficiency and shield proficiency monks don't really want to be doing that they lose the unarmored movement which is kind of one of the big things about monks is the fact they're very mobile I can zip around from one place to another wherever they need to go I would usually avoid wearing armor but there are some good items that maybe you want to give up that movement speed and you do want to have the magical item instead GIF Yankee gets us long swords importantly I'm sure you could wear a real to Great Sword it's not going to be a monk weapon also astral knowledge I really quite like it game Proficiency in all skills of a chosen ability until long rest and you can change this every long rest so you can decide okay for this adventuring day I'm going to be proficient in all of the intelligence skills or maybe all of the Christmas skills whichever one you want it's really really powerful in Early Access you've got proficiency with a single skill permanently I think this is potentially stronger because you can give yourself permanent proficiency and to save the Christmas skills if you wanted to we also get May chance which can be useful actually it's quite nice to have the Wolves towards are interesting because they give us Warhammer and battle ax efficiency both of which are versatile so you can be dealing 1D 10 damage or 1d8 in a single hand looking at the sub races here Dwarven toughness is great you're on the front lines but you're going to be getting hit so this is gonna help you survive longer Shield off proficiency with light and medium armor I'd probably avoid that burger advantage on saving throughs against Illusions and against being Charmed or paralyzed this is quite good because you're probably going to be having a half decent wisdom as a monk and then with Advantage you're starting to get a decent chance to resist these effects half elves for monks I would say avoid it just go for the elves I haven't said it yet but any race from a role-playing perspective obviously doing it purely for role play you pick whatever race you want Soul section is probably pointless for you but we do get fan ancestry we do get fans history and dark vision which is pretty good you could pick a can trip get proficiency and stealth extra movement speed or get your drown magic if you want your drown Magic halflings one downside to halflings and gnomes and actually and dwarves that have mention it earlier is their base movement feed is 25 feet in a way there's not really too much of a problem as a monk because you will be getting lots of bonuses to movement speed and you got five feet less to move most of the time won't come up admittedly though when it does it will be annoying so lucky you won't necessarily see this see this come up a lot but it will affect your game when you roll a one on attack roll ability check or saving through you can reroll the die you must use the new roll that's pretty good but this usually happens automatically in the background so you don't see it but it will be there and advantage on seven throws against being frightened that's fine it's a nice little extra thing there now advantage on stealth check this is different from Early Access this used to be proficiency and stealth but now it's like the Deep gnome advantage in stealth checks that's really strong and the strong heart halfling advantage on seven throws against poison and resistance to poison damage it's nice to have an innate resistance to some damage it doesn't come up like all the time or anything but when it does you're thankful for it and gnomes are going to be good for any class because of the gnome cunning advantage on intelligence wisdom and Christmas saving throughs that's just great all rounds we have dark vision here we've got expertise in history that's okay I suppose it comes up all School checks do come up I'd probably prefer one of the others personally of course names are good because we get to speak with animals we can cast it once for long rest and it lasts until long rest so basically permanently permanently we can speak with animals and deep gnomes as I already mentioned actually have advantages on stealth checks that's really good and we have Superior dark vision which is dark vision up to 80 feet instead of the usual 40. Dragonborn these don't mesh particularly well with monks because by using the breath attack we are missing out on our weapon attacks but of course if you want to have a breath attack you have to pick Dragonborn but you do get resistance to a type of damage of your choice depending font because it depends on the upper Dragonborn you are what sub race you are I say dragon I've got to say though Dragonborn look kind of looks the coolest but they don't do much for the monk I'm honest and lastly half orc it's a half Orcs get dark vision Relentless endurance serious hit points you've regained one hit point instead of being down this has actually already saved me I've been playing on tactician and I got hit two critical hits in a row for like 50 damage stop it from going down and Savage attacks when you land a critical hit with a melee weapon attack you damage dice or tripled instead of doubled this is good unfortunately this doesn't apply to the unarmed attacks because they're not actually weapon attacks so we don't get that doubled for my first playthrough I have actually been using a half orc Monk and we also do get proficiency with intimidation which is kind of it's kind of been nice as well it's gonna be nice for your backgrounds this is mostly role play Background affects what gets you inspiration and when you get inspiration also do keep an eye on the skills because if you do overlap a skill you don't get any different skill you don't get to change it so if I change the soldier here as a half walk I've got two sources of intimidation proficiency but that means nothing it means I just get it once there's no expertise there's no just choose a different proficiency dude I would actually double check your background with your wrist to make sure you don't have any overlapping proficiencies and then it comes to your abilities your attack files are going to be using dexterity assuming you're proficient with the weapon so it is a monk weapon whether you want to or not you could use strength to have a high strength but you're really relying on dexterity for your armor class so I would avoid having strength as your main stat as it were would be going for dexterity as a melee combatant you do want to have a half decent Constitution I've I put mine at 14 in the end and wisdom affects your armor class plus a few other skills and abilities so you do not want to be dropping wisdom at all which monks aren't one of the more mad classes multiple attribute dependent or multiple ability dependent that you need dexterity and you also need constitutional wisdom three different stats to keep you up there we can just about do it in my playthrough I did put my deck 30 at 17. this is because when we got to level four I actually picked a feat that gave me plus one and dexterity and something else I'll get to that when I get to level four and whether you want to dump stats is up to you I know some people don't like dumping Christmas say on their own character because they're worried about conversations you can't afford to have I'd say two 14s 17 and dexterity and eight to ten and a 12 or returns this will be up to you having a higher strength lets you carry more and jump further which is actually something very important for monks and I'll get why that is very soon make your monk however you want to make them look like this video is purely about the mechanical aspects of the monk nothing about the Cosmetic aspects before I show you level two I do just want to show you the monk in action at level one thanks to Withers here we can respect so we can go back and test things out on this dummy so I'm gonna go to turn based mode here I can use Flurry of Blows just use my bonus action and a key point to do two off to do two unarmed attacks and then I'm free to use my action to do whatever I want now at level one I don't really have very much but I could have wanted to oh no disengage let's go to the next turn or a mental turn now if I attack the dummy with my main hands I then get the option to use the unarmed strike without having to use a key point at level one we start with two key points and at every level we get one extra key point and at level two we get some extra health one actually key point and we get the start of our unarmored movement so while we're not wearing armor or using a shield we get an extra 10 feet of movement speed so even from level two even if you were a gnome you're gonna have 35 feet movement speed that's pretty good and then we get three other uses of a bonus action we get patient defense so attack rolls against Jeff disadvantage and you have advantage on dexterity saving throws but that uses your bonus action step of the wind Dash I really like this one that'll be your movement speed brilliant jump no longer requires a bonus action it still requires movement but doesn't require a bonus action and then step of the wind disengage instead of doubling your movement speed you can disengage and then jump also no longer requires a bonus action so I'm going to accept that and instead of showing you Monk level 3 straight away because there's some very important choices to be made gonna come back to camp so now my movement speed is 40 feet and I want to show you a step of the wind Dash I've gone to turn based mode show you what you could do in a combat so now my movement speed is 80 feet and I still get to use my action to do whatever I want so I can get all the way over to over to here it's pretty good something no longer requires a bonus action my jump distance is 15 feet so for spending 10 feet of movement I can actually go 15 feet and there are ways and based items that can increase your jump distance and a fee so now even just jumping alone I can get all the way over to here instead which is pretty cool this is one reason why having actually high strength as a monk would be very useful because you can get around the battlefield much more easily although it seems a bit silly of jumping everywhere you'd be silly not to do it so leveling up to level three and do bear in Minds any choice you make you can go back and respect it with us like I have been doing and I will have to do to show you all of these subclasses so first of all more Health another key Point deflect missiles use your reaction to reduce the damage from a ranged weapon attack by 1d10 plus your dexterity modifier plus your monk level if the damage is reduced to zero use a key point to deflect the missile I think every time this is actually being used I think I've always had the option to deflect the missile because the range attacks the arrows that are incoming they're going to do a huge amount of damage and you do get a choice whether to use this deflected the missile or not you don't have to use it so if you want to conserve the key points you don't have to use it you want to change your subclass you click up here and we get the three choices where the four elements pretty much lets you pass some spells using Q where the upper hand is your traditional Kung Fu I'd say mostly Focus purely on damage where the shadow as described in other places Bessie is a ninja it hide as a bonus action instead of an action which is awesome and we can cast pass without Trace so plus 10 to stealth checks darkness dark vision and silence so basically sneaking around all darkness and also the minor illusion country which is very useful at kind of gathering people together as way of the open hand and where the shadow you don't have to make any choices I'm going to start with weight of the four elements so we get three we call them spells all right so some of these are obviously just current spells it's just renamed so blade of rhyme is ice knife it's renamed to choose a Target you know make an attack roll against them just shoot ice at your target they make a dexterity saving through it has them for 1D term damage and then there's a small radius of 2d6 cold damage it's pretty cool pauses and creates some ice on the ground actually creates an ice surface things are the fastening this is actually unique I'm gonna pick this one because this one you won't have seen before hit your foe from afar your next money attack deals an additional 1d4 fire damage uses an action and a key point and also itself does 1D 10 fire damage this is Thunder Wave that doesn't need any extra extra explanation I don't think I'm gonna actually have to reload and uh pick some of these different spells to show you it's The Unbroken air it's a range of 30 feet 3D 10 bludgeoning damage that's pretty awesome press the target back 20 feet and knock it prone if it fails to strength saving through but you only do the full 3d 10 if they do fail their strength saving through so if you want to be aware of the four elements you really want your wisdom to be quite high so you can see that when I made my monk I should put my wisdom to 16 and dumped intelligence and Charisma such as the girl Spirits this is the same as the level 2 spell shaping of the ice this is unique creates a climbable ice cube right we'll check that out in a second this is just the thunderchromatic orb burning hands similar to shock and grasp except 1D 10th lightning damage instead of 1d8 and then another unique one water whip which is pretty much the opposite to the fist of unbroken air in the sense that it pulls the target towards you and knocks them prone rather than pushing them and is instead of a strength saving throw is a dexterity saving throw is still the same amount of damage so I'm gonna go play about these in Camp now you do recover your key points on a short rest and I found myself pretty much allowing myself to use up all my key points to use up all my key points and then short rest off I will say later on in act one there are some items and abilities that let you recover key points also apart from just using a short rest so at these lower levels I've got four key points it's not a huge amount a short rest is very quick and easy to do especially if you've got a Bard in your party you can take an extra short rest anyway let's start with a fist of unbroken air at the range is 30 feet is pretty good considering you're normally a melee class I think that looks cool as well thanks to the fire snake [Music] let's go to turn based mode just to make sure we see all the effects properly and then I can if I really want to use Flurry of Blows afterwards to do even more damage now the one downside about using the training dummies we don't really get to see the see the damage properly and then shaping of the ice there's some ice and I can climb it it's got some vulnerabilities some resistances with a creative block of ice which is kind of cool [Music] so it's the next day and sadly ice has crumbled so at this low level of three key cost is a tiny bit High as we level up and get more key and extra ways of recovering key from items and eventually class abilities I'm not worrying about the key cost too much yeah the main downside I feel is that if I'm using fist of unbroken air I'm not going to be using my main weapon attack which hit Level three and four isn't so bad when we get to level five and we get some kind of cool items to attack with probably gonna be wanting to use that more so here we are water web let's have a look at touch the storm and Rush of the girl spirits so here we have water whip now I want to use this on a reel so I'm going to use this on let's say oh no no it's not good boys should say Gail I saved it anyway so I've used up some key Point key points and as I wear the four elements we can once once for long rest it's not a huge amount we gain half your key points rounded down so that's going to help a little bit and as you get to higher and high levels it's going to help a lot actually there was enough of where the four elements for now let's go on to the next subclass it's a way of the Open Hand so we get Flurry of Blows topple so on top of having your Flurry of Blows you can knock someone prone potentially they'll have to fail a dexterity first we can stagger them which means they can't take reactions oh we can push them if we want to a bit like with Thunder Wave or something now when I've been playing I've been using topple quite a lot first oh sorry garlic when they failed their dexterity saving through if they failed x33 73 they're full prone which then does mean your next attacks against them have advantage so as with open hand if I'm focusing on an enemy like there's a boss I up until level six or level five up until level five we'll get to that later the top was a really good choice because it gives you advantage on your next attacks and any attacks if any other melee combatants nearby if you're trying to get away stagger can be okay but you might maybe just want to disengage anyway or you want to push them this is about damage this is about kind of Battlefield control local people prone push them away or being able to allow your characters to walk past without them getting opportunity attacks all right we have Shadow big thing here kind of is being able to create Darkness now it's not that useful because you can't see in the Darkness at least not these early levels but it can block off line of sight give you some of your allies to hide and you can hide for the bonus action I'm not a huge I mean but hiding as a bonus action is great but I do feel like monks have a lot of choices for their bonus action most of the time I prefer just to get two extra attacks him with let's say Flurry of Blows and to hide but it depends on the situation maybe the situation calls for it in which case the monks wear the Shadows the only way to go you know to give dark vision to someone I think that's quite good because cast this once use up two key points you replenish them back on a short rest it's all good and I don't want to point out that these other two subclasses don't get the same thing that the way of the four elements did you don't have something extra currently to get us back our key points or half hour key points part of that Trace I've not really needed a reason to use this yet because we can see sneaking cones and we can hide outside of the sneaking cones but if you do want to be passing through a vision cone then actually part of that Trace is amazing as is Darkness because it blocks offline of sight I would say this is more about utility outside of combat than inside of combat at this level anyway all right let's level up let's get to the level four have a look at some good choices you get slow full which means we get resistance to Falling damage which is different to fifth edition which can let you reduce damage by a number of times by a month level but here's just resistance so it's a little bit different surrounding off your dexterity and or wisdom is always going to be a good choice however if you're in a situation like myself and we have got an odd score on dexterity you could put it up to 19 and hope there's another way to get dexterity up to 20. or you can pick some other things very very good for monks one is athlete now in Early Access I thought it was pretty crap let's be honest it just had this right it uses only five feet of movement speed to get it from prone they've added something you'll jump distance also increases by 50 percent it's quite big it's even at strength 10 I can now jump or 23 feet and as an item that can increase your jump distance as well if you've got a higher strength monk this is really really good so when you use this with something like step of the wind Dash or disengage if we want to especially Dash you can jump so far around the battlefield uh I chose this first and I was really glad I did other ones for rounding out rounding off our dexterity I mean you could pick lightly armored even putting on a helmet that is light armor it counts as wearing light armor only on gloves is wearing light armor I generally avoid this lucky lucky is going to be good for everybody that doesn't round off our dexterity this is the one we're looking for at the moment my Bar's fine there's no dexterity but quite interestingly open master I have respect my monk at some point someone else playing and I actually did this the second time around why would you do this well perhaps she didn't pick a race that gives you lots of weapon proficiencies and now we can round off our dexterity awesome and pick battle ax I'd say hand crossbow isn't such a bad choice either long sword whether it's gone maybe longbow maybe Morningstar morning stars are pretty good grape here personally I'm gonna go for one Higher damaging flail's fine as well in terms of rounding off your dexterity those are the only Feats that can do that other decent Feats alerts is Goods again A plus five bonus to initiative and can't be surprised so you're going to be going early in pretty much every combat charger I would probably avoid because you're using your bonus action to do other things a lot of the time I guess you could pick defensive Jewelers but you do have to be using a finesse weapon not a monk weapon monk weapons are not necessarily finesse yes we can use that dexterity but it doesn't say those weapons gain the Finesse property okay they just become monk weapons and this here doesn't say monk weapons so Rapier is fine but a Quarter Staff isn't fine because Quarter Staff is not finesse could use this I suppose your welder Maybe I'd probably avoid it because we do want a dexterity to be as high as possible to be honest if you want to round off Constitution I say drawable is a very good feat we're getting four hit points we can take a short rest it's very powerful especially as a middle class someone is going to be taking a lot of damage Elemental adapts are probably avoided even as were the four elements great weapon masks we're not using any great weapons made Slayer it's a bit too situational yes enemies do cast spells yes your monk will be standing next to enemies but it doesn't mean the enemies are standing next to are the ones who are going to be casting spells so it's a bit hit and miss but it is some extra utility versatility that you wouldn't have otherwise magic initiates perhaps if you want to have spell casting but don't want to be aware of the four elements this is one way to do it the cant trips the one huge number of useful counter trips I'd say for a monk light can be good maybe blade Ward if you can cast it ahead of combat friends maybe machans as for spells pick what you want I mean my monk here doesn't have a good Charisma so I wouldn't pick one that actually affects enemies but long Australia can be good heroism doesn't depend on your charisma another to sleep we've got to remember if you're casting these in combat it means you're not attacking with your weapon attacks and that's kind of what monks are all about so you do have to pick very carefully the same goes for all the magic initiates you've got to look out for what spell casting modifier is used so clerics and Druids could be okay if you want if you don't have something like inflict wounds but by the time you get into higher and higher levels something like inflict wounds isn't that great I'd probably rather just attack twice and not have to use up by one spell so do keep in mind when you're picking these magic initiates now that we're outside of Early Access this lasts until you're level 12. some of these such as kill runes don't aren't really that good at level 12. less bless is always going to be good though would be not such a bad choice Insurance actually died in some resistance maybe not such a bad choice because those have utility outside of combat maybe jump or enhance leap as they've put here long Strider create water sleep with animals again I'm looking for utility really not for damage because damage is going to come from our weapon attacks potential you might pick up magic initiate sorcerer or wizard Shields but you'll only be able to cast this once per long rest is it really worth it I personally don't think so I think it's a cool idea the fact is once per long rest doesn't really sell it to me for more luck yes we've got hex here but it uses a bonus action which means you're losing two potentially probably two of our attacks I do find myself spending a lot of key points to do Flurry of Blows to get all the extra attacks and damage out which means I can't use hex martial Adept I'd mostly avoid because it's a single superiority dice I mean these are cool these are good once per short rest mobile yes what do you want over that though uh Mobile's a good one we're probably not going to be using pole arms although we do have a quarter stuff could have a spear but this bonus attack is kind of pointless because we're going to be doing unarmed attacks it's a waste really resilient resilience never bad choice if you want to get maybe Proficiency in wisdom saving throws especially if you want to round off your wisdom instead of your dexterity this is a very strong Choice ritual caster maybe not a bad choice to get long Strider and jump or one of the other spells if you want one of the other Spells Of course Savage attacker when making weapon attacks while your damage dies twice and use the highest result but roughly half of our attacks are actually unarmed so we won't be able to use this so it's not so great attention all by itself I mean we will be next to plenty of people and I have had my monk has had a fair few number of opportunity attacks so it's it's not the worst one to pick Sharpshooter would probably not using our melee weapon very much Shield master I would avoid because we shouldn't really be wearing a shield skilled if you want extra Proficiency in three different three more skills spell sniper but not usually using spells maybe we're the four elements perhaps but yeah I would avoid this because most of the the spells that we have from where the four elements actually serving throws not attack Pros seven brawler doesn't work particularly well even if you think it should do strength modifiers added twice to the damage and attack rolls but we're using our dexterity and under attacks but maybe if you want to make a strength mug that'd be fine tough if you want extra hit points I'd probably go for a high Constitution though to get higher constitutional saving throws we'll cast out the voids and weapon Master have already covered us a lot of Feats I'm actually gonna pick up A3 so now my jump distance is 23 feet instead of that 15. so when I if I do go open the windows each jump is now 23 feet and I can go very far the price of a single key point looks like we can't jump onto the log particularly well but this has really saved me in a few combat Solitude and even exploration the extra jump distance is really good for getting around that's as far as I can get I think for something that replenishes a single resource that replenishes on a short rest by key points I don't think any other class can cover that distance and later on monks can cover even more distance because the movement speed goes up at level five almost getting an extra point we'll get an extra attack so with your action you can now make two attacks and then four monks this is a way of the open hand but this has not what we're doing here has nothing to do with that what we get here is standing strike melee possibly standard cut Target they have to make a constitution saving through against your spell save DC which is going to be eight plus your proficiency modifier which in level five will now be three so it's 11 plus your wisdom modifier which for this month is plus three so the spell safe DC hasn't been updated here is actually going to be 14 let's except that some of the maths is off here it's showing 13 it really a plus 3 plus 3 is 14. and since we've got two attacks without action we can actually use this twice but every time you've hit whether the enemy is successful or not it does use up a key point so I'm gonna go find someone to go and stun so those of you that played earlier access will probably recognize this area let's have a look at this right um yeah stunning strike melee we've got stunning strike unarmed at the moment our unarmed damage is less than our melee damage so I've been going with melee the 70 chance is just the chance to hit I missed I didn't use a key point I started with six but I can try again that worked brilliant so we can see here the saving through DC is 14 as I calculated earlier so they're now stun they'll miss their next turn they can't take actions bonus actions or reactions and I can still if I want to use something like stagger I'll be a bit silly and also since this time we do get Advantage now I'm level five the level four it's a little bit unfair really let's go push them they're gone any monk can use stunning strike I would say it's very powerful so powerful effects last taste on this guy just to show you that we can get two more goes now going against the mask of Vengeance well yeah stun them don't need to use it again there's no point you can just attack again yeah I miss whatever anyway stunning strike is really really powerful I'd say if you've got a boss just Spam it who cares how many key points you've got you can just short rest afterwards hasted especially this is very unfair Swift is my favorite and then let's do this right now any martial class is going to do very well when they're hasted but I do love the stunning strike and personally lower flows topple the advantage of Anita in the future or stagger if I need to run away anyway that's level five level five is awesome yeah we come to level six and I did get to level six in act one but it didn't get any higher so this is the last level I'll cover in this video but I will be covering more things afterwards so we get more key we get slightly more movement next to five feet team powered strikes the unarmed attacks count as magical for the purposes of overcoming enemies resistances and immunities to non-magical damage this is important as I have come up against enemies already that are resistant to non-magical damage we also get a subclass feature so this three here are all from way of the open hand and that's from here which is why I'm saying where the open hand is really about damage because you can choose to add 1d4 plus one damage to your unknown attacks whether it's an aquatic psychic or radiant damage is up to you that's a massive power boost this doesn't come in fifth edition at all we also get wholeness of body so we get some healing and if you gain half your key points brilliant a bit like where the four elements and enter a temporary state of wholeness so you have to do this kind of just that before you go into combat or maybe you're in combat where you gain key points and have an extra bonus action so you become like a thief I haven't tested it out because I haven't got to high enough level yet but I imagine if you were a thief monk multi-class you could have three bonus actions on those turns not only can you do flow overflows stagger as a way of the open hand you also get to add to those two blows this extra damage and if you've just used homeless of body you can do that twice every twice in a turn but it only lasts three turns so it's not you know this isn't even even for a whole fight necessarily so to turn on the extra damage you need to go to the passives tab and just pick whichever one you want you can't do more than one but let's say I picked manifestation to the soul reading damage uh Will's a bit unfortunate here he's only got 31 hit points he's only level four seven key points now I I'd say it's quite a lot and here's the homeless body so what I can do let's try and topple him oh critical hit in a critical miss you win something you lose some eh like I said as an Orc my offhand attack my toilet off and attack my unarmed attacks didn't get an extra critical damage die I did get to roll an extra wonderful sorry earlier I said 1d4 plus one damage this 1d4 plus you is the modifier apologies now let's see this I want to get my key points back here's my actual bonus action I can go and do that if I wanted to obviously that's not good for will but it's very powerful indeed we're getting an extra 1d4 plus wisdom modifier damage to every unarmed attack that's brilliant and the fact that we can even change the type of damage we're doing very important I know I need to go and speak to Withers I'm going through this is where the four elements I do want to point out that as you level up you can let's say take out one spell and replace it with another one in the list on the level five we do get an extra spell and that are some extra choices so now we've got essentially hot person scorching Ray and shatter what it comes down to I would say the whole person equivalent is if it works is good problem is your style safe DC might not be very high it kind of depends on how you've built your monk if it's not then this isn't going to work a lot of the time if it does work it'll be damn good right the only person I've got in camper can actually use this one I know I've got another person over here right all right Volo I just want to show you a bunch of the north wind of course Pastor got to keep trying adona points out this uses an action all right so I've I've started problems but this is just for the sake of the video so having cast hold person hopefully don't fall over sorry scratch oh yes that use my action combat is a bit different now I'll have to cover that in another video but when someone has held attacks against them are automatically Critical Hits as well as powerful but it does use up your action so if you don't have a particular High wisdom I personally would avoid the save or suck spells I mean the group in the work unless you've got some way of decreasing the enemy's wisdom saving through which there are ways right I'm gonna pretend like this didn't happen and go and load at level five for way of the Shadow so I didn't go through this at level five we do also get an action cloak of the Shadows wrap yourself in Shadows to become invisible if you're uh if you are obscured so as long as you're not inside bright light you can be invisible it says 10 turns but you can just cast it again I'll show you in a second then at level six we wear the shadow shadow step as a bonus action you can teleport from Shadow to Shadow afterwards you have advantage on your next melee attack rule pretty awesome so how do we know if you are obscured if you hold down shifts in your cursor you can see what looks a bit like a sun it's where I'm standing right now it's got like a half field sun which means it is slightly obscured and we can see that we can actually use cloak of Shadows we don't need to use a key Point there's no resource like once for short rest or anything we can just use it but if I walk towards an area that's over here where it's like a full sun I'll become visible again if you go into hiding you can permanently see whether you're lightly obscured or in full view if you're not hiding if you hold down shift you can see these Vision cones I'm gonna go back into hiding I would actually advise uh so now we can jump around in combat this is this is useful but you won't necessarily be able to use it in every combat because you do need to teleport from a shadow to a shadow for example over there towards where it's starring and Marcus Ruta I actually can't because the area isn't likely or heavily obscured I can't teleport to anyone else so basically when you're teleporting it'll let you know where you can and can't teleport to you can't accidentally teleport to somewhere where you'll become visible completely I'd say this is very useful outside of combat really useful for getting around again there's not Shadows everywhere but I can just jump across this like that and I can use it with impunity as long as I'm going to somewhere that is actually lightly or heavily obscured so it's a very quick way of getting around and I can do it while invisible so this is really cool during combat I'd use this more for positioning than anything else giving up your bonus action but advancing on a single attack I'd say it's debatable whether it's worth trying to get that to happen every time personally I'd usually rather get Too Furious blows off so we get two attacks which I could create with both of us unlikely right but I can do damage with both and if we're outside then it's actually going to be a bit more difficult let's go to I don't know there are quite a lot of places that are in Shadow usually where you see some actual shadow on the grounds will give you somewhere to teleport to do you know it's getting around it's not that bad if you're trying to explore somewhere new I would advise it when I'm making videos in the future might actually pick where the shadow for getting around the game a bit more quickly so I'm going to go over some items which you've all found within act one you don't want to be spoiled for items just look away now come back later I will have time stamps in the video so look at this Armor class 19. pretty cool because I've got 18 dexterities 16 wisdom and found very early on inside The Druids Grove by the way all the vendors have got loads of new items so so many uh braces of Defense in plus two bonus to armor class as long as you're not wielding armor or holding a shield oh look at that I'm a monk I'm not going to be wearing armor or holding a shield probably so specifically for monks this is an old one that was an early access blood does look up and then when an enemy damages where you can rough for one turn you do an extra one extra bonus damage with many weapons to not your unarmed attack it's all right there aren't very many choices in act one for your chest armor piece the necklaces aren't the strong suit for monks in act one maybe you want to emulate as soon as Saloon is chosen to get a bit of extra healing this was found in the in the dark I'm a Trader in fact I just bought this Amulet of restoration gives you one use a feeling word for long rest and one use of mass healing words but I didn't have to give that to the monk maybe you want advantage on uh death serving foes hopefully it doesn't come to that speak the Dead lesser restoration a lot of the time I spent going around with the silver pendant which was an early access gives you guidance as a country now these boots it's been so amazing these came from the goblin Camp jump distance has increased by five feet acrobatics one so jump distance even though I've only got tone strength it's 28 feet and later with 17 currently in strength 25 feet let's just level her up so even though my strength is 10 my equivalent jump distance this is if I'm strength 18. which I think is really awesome rings I gave him the Ring of jumping this is a bit of a strange ring because actually you cast jump using a bonus action normally it's an action to cast it which means if you're in combat you can't actually cast this and then jump in the same turn which is a bit frustrating actually other things we've got the usual ones that we've had precious ring would be good I bought this thing as well from a trailer didn't find it anywhere you have an attacks also deal to asset damage but again wouldn't and doesn't apply to your unarmed attacks it's still pretty cool maybe the spurred band bit of extra movement speed if you're below uh 50 hit points maybe one of the Rings that gives like poison resistance or lightning resistance the helmet there isn't very much a lot of them do require light armor proficiency but a haste Helmet or the Warped headband of insect I'd say with top choices I feel like my stats but is now pretty good apart from my Charisma but if I stick on the haste helm which doesn't require light armor proficiency again an extra 10 movement speed for three turns in combat I'd say that's pretty good or weapons now don't use the range attack very much but just having this equipped even if I'm not using it do get advantage against monstrosity type enemies which come up every now and again and you get Hunter's Mark if you want to use it so if I'm out of key points sometimes I actually use Hunter's Mark instead and then the melee weapon right I'm sticking with quarter staves here so you'll come across Corona's Grace which was an early access in the Druid Grove it's by it wasn't too expensive and it's changed a bit so commence Grace well the Wilder is not wearing armor which ranks don't tend to plus two bonus the same clothes that's really really good and a plus one bonus to unarmed attack crawls and damage so base your fists kind of become like plus one weapons so instead of doing 1d6 damage 1d6 plus dexterity damage we do 1d6 plus dexterity plus one so had that for a lot of act one and then I try that morning Frost I'm glad I did I don't particularly care about getting all damage to Wilder does deals and additional one call damage that's okay that's a plus one damage essentially possibly chills the target so they're vulnerable to cold damage so the great thing is this weapon does 1D eight well we are holding the two hands plus dexterity plus one it's a plus one weapon plus 1d4 call damage so if I go try this out on Titanic well there's maximum damage there I did one okay one D4 plus one damage so this increases your damage output quite a nice amount and then let's just use flurry replies all right it doesn't apply to your unarmed attacks it is just the attacks with the staff itself so we can see here I'm actually okay again I rolled particularly well yeah I didn't roll particularly well down here the average damage actually starts going up quite a lot with this and on top of that if you wave the open hand you can then do extra damage with the unarmed attacks and actually outputting a fair bit of damage and lastly tadpoles so if you're okay using your typo Powers I'm just going to point out a few good ones for a monk so your first attack for all or ability check you make against the target gains bonus equal to proficiency bonus awesome let's take that one when you make a successful attack crawl against the foe you can change it into critical hit awesome we're gonna be making loads of attack rolls of course tunnel maybe helps you get around but you have got other ways of doing that which is suffering falling damage because of your actions taking additional 1d8 damage if you wear the open hand or you've got the Thunder Wave effectively effectively the Thunder Wave spell from where the four elements that's awesome the pulse is really good knocks everything back and might also go for a cull the week another passive ability which to get to we have to go through this one so when you bring a creature down to fewer hit points then a number of evolved illicit Powers it dies and all nearby creatures take 1d4 psychic damage and if you're investing Lots into your monk one two three four five six seven once they get to below like seven hit points it's gonna start doing extra damage right where is I can't bring myself to go and do it to scratch so here's look at the far Realms I can turn it into critical hit boom or maybe I will sorry scratch don't hate me everyone and if you want down he goes all right I wouldn't advise it but if you're facing off a horde of enemies this is actually going to be quite good so scratch is fine don't worry don't worry that's covered everything I've been able to get done with the monk before the game is released overall I would certainly say the monk has been upgraded from fifth edition every subclass has received some treatment to make it slightly better I especially like the way of the Open Hand personally I like having that extra damage but I do like that they've added extra key to everybody and I really do like the and I really do like the teleporting round of where the shadow it's actually going to be really really useful especially if you're gonna be playing the game again and after a few times you just want to like get through somewhere quickly teleporting around is going to be probably the way to go so thank you very much for watching I know it's been a bit of a long one but there's been a lot to show off for the monk let me know if you will now try and play the mic whether you're still not convinced by me or whether you're still put off from the class so it's never been nothing because you know not Everyone likes the idea of monks and that's absolutely fine and let me know your mug build what race you're gonna pick what stats have you got what spells have you chosen if you've got where the four elements thank you very much to all the members of my channel if you made it this far please do consider subscribing and hopefully I will see you in the next one thank you
Info
Channel: Casual Veteran Gamer
Views: 61,639
Rating: undefined out of 5
Keywords: baldurs gate 3, baldur's gate 3, bg3, bg3 patch 9, baldurs gate 3 monk, baldurs gate 3 monk guide, baldur's Gate 3 monk guide, monk guide baldur's gate 3, monk guide baldurs gate 3, monk baldurs gate 3, monk baldur's gate 3, baldurs gate 3 monk gameplay, baldurs gate 3 monk build, baldurs gate 3 monk spells, baldurs gate 3 gameplay
Id: 2LDj-ENvH34
Channel Id: undefined
Length: 48min 29sec (2909 seconds)
Published: Thu Aug 03 2023
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.