Baldur's Gate 3 Monk Multiclassing Guide & Ranking

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in this balers Gate 3 multiclassing guide we're going to take a look at monk multiclassing this is the fourth video in our Series where we sort of go through the ins and outs of multiclassing one specific class with all other classes in the game kind of going through the break points like what the pros and cons are of multiclassing at each breakpoint of course while we're doing this we're keeping in mind that you will be predominantly a monk in this case we're not going to be taking a look at like dipping one or two levels into monk compared to other classes but those will be covered in the other class videos while you might take one or two levels a monk compared to that other class monk is a very interesting class in my opinion and it's one of the more unique classes in balers Gate 3 and it's one that can be challenging the multiclass and that's because of its key resource key is a resource that monks have that allow them to use step of the wind that allow them to use patient defense and allow them to use Flurry of Blows and they need this resource in order to use this and they gain it back on every short or long rest but they only gain this resource from taking monk levels so it kind of behooved monks to take many levels and monk in order to gain a good amount of this resource otherwise a lot of what makes a monk a monk is kind of be kind of wasted now the good news is though that this resource is regained on short rest so you only need enough key to get you through a combat if you typically short rest in between combats so you can get away with like six or seven key A lot of the time and you know having more than that is good obviously if you're a monk but you don't necessarily have to have all your levels of Monk because of that if you're going to plan on short rest in between combats so first let's take a look at Barbarian monk multicasting this is a phenomenal pairing in my opinion because rage really benefits unarmed attacks getting that rage extra rage damage to each unarmed strike that you do with Flurry of Blows or regular unarmed attacks can really boost the damage of a monk which is great also getting the damage resistance is good since monks tend to be squishy and if you're playing like an unarmored monk obviously you can benefit from the Constitution passive of Barbarians increas proding their armor class whether you have wisdom or not obviously these don't stack so you know you're not going to be able to crank wisdom and Constitution and get armor class from both but maybe you don't want wisdom on your monk but you still want to get that extra Armor class this is a good pairing so first up let's take a look at 10 monk to Barbarian and I think this is probably the least amount of Barbarian levels you would take this will give you access to rage and it'll give you access to Reckless attack keep in mind that Reckless attack does not work with unarmed attacks so if you're planning on taking advantage of Reckless attack then you will probably want to use some sort of melee weapon you know in order to to take best advantage of that if possible otherwise don't really factor in Reckless attack yeah what you're going to lose from going down from 12 monk to 10 monk uh is basically your third feat and you're going to lose a subass feature and what subass feature you lose is really dependent on you know what subass you're choosing so it your mileage is going to vary there a little bit but I think generally speaking this is probably a decent tradeoff if you're planning on playing a monk that's not predominantly using unarmed attacks you might be better off going like a 11 monk in one barbarian if you're not really you know going to need Reckless attack at nine mon three Barbarian you're going to gain a barbarian subass which is phenomenal there are some really good subclasses for barbarian you can gain some very good things here but you will lose improved unarmored movement and purity of body these are not that important in my opinion you do already have pretty good unarmored movement if you're playing a monk with no armor or Shield so you know this isn't huge loss in my opinion impurity of body is good but it's not great picking up that Barbarian subass is probably better in the long run so I think 9 and three is a better break point than 10 and2 generally so then if you go to eight mon four Barbarian you're going to gain your third feedback but you will lose Advanced unarmored movement and you will lose some unarmed damage I don't think this is a great trade in my opinion particularly if you're playing an unarmed monk if you're playing like a you know monk Barbarian that's actually using armor then this probably not a big deal especially one that's using a weapon then this is probably a better trade but if you're planning on playing like unarmored and unarmed then this is definitely not a good trade for you so then at level seven monk 5 Barbarian you're going to gain fast movement and an extra attack from Barbarian which does not stack with the extra attack of Monk so you're basically just gaining fast movement and you're losing out on that third feet in exchange for that this is not a good trade you do not want to be seven mon five barbarian you'd be better off being 8 and four 9 and three or even 6 and six would be better than 7 and five and then at six mon six Barbarian you're going to pick up a barbarian subass feature and a rage charge in exchange for losing evasion which is going to help protect you from spells a little bit and Stillness of mind and I think this is probably a good tradeoff for the most part it's kind of a wash like you're gaining some good things but you're also losing some good things in general it's probably a trade-off unless you have a very spefic specific build in mind so in my opinion you know you're probably better off going like 9 and3 8 and 4 or 6 and six with 9 and three probably being the strongest break point so then we move on to Bard Monk multiclassing and this is an interesting one in my opinion there are a lot of advantages to picking up Bard as a monk and some of them probably don't seem quite as obvious but because monks regain their Keyon short rest and bards gain song of rest that can be really beneficial for them allowing them to you know rest again and replenish those in between long rests and also because they're Bic inspiration they can use that as a bonus action and once they hit level five as a Bard they can use that or replenish those on short rest as well getting at least five levels of Bard can make a lot of sense with a monk bar multiclass because you're going to be able to get back your baric inspiration and your key every time you short rest and you'll be able to short rest in extra time so starting at level 10 Monk and taking two of Bard I don't think you would take one level of Bard in my opinion because getting that song of rest is important you're going to gain level one barred spells and spell slots song of rest as I already mentioned you'll gain jack of all trades which will give you some you know skill checks if you need them in exchange for this you're going to lose a feet in a subass feature I think this is probably a pretty good tradeoff it's like probably a wash so you could probably just go 12 monk um if you want to be about the same Effectiveness as 10 Monk and two Bard little bit more utility on the 10 monk 2 Bard but probably want to take some more Bard classes to really get the most out of this and one thing I want to mention before we get too much further is that bards use Charisma for their spellcasting ability modifier while monks use wisdom for theirs if they went way the four elements so there is a bit of a conflict there if you're planning on playing a way of four elements monk however I would suggest that you know you either just don't take far spells that are hostile so that they don't really depend on Charisma to cast or you don't play way of the four elements Monk and you just focus on Charisma that way you know you don't have to spread your stats around as much and then at nine Monk and three Barn you gain g a bar subass you gain expertise and two skills and you gain level two bar spells and spell slots for losing improved on movement and Purity body this is a fantastic tradeoff in my opinion you'll gain you know proficiencies here if you go College of Swords or College of Valor you gain some more skills and you'll gain uh cutting words here if you go College of Laura there's just a lot of good pickup at nine Monk and three Bard and I think if I was going to go nine Monk and or if I was going to go Monk and Bard I would at least nine Monk and three bar I don't think 10 and two is is good so then at eight monk four bar you're going to gain a feat and a Bard cantrip in exchange for losing Advanced unarmored movement and losing some damage on your unarmed attacks if you're not planning on playing like predominantly an unarmed monk like if you plan on using a weapon of some kind uh particularly if you want like College of Swords or something like that then I think this is probably a decent trade-off but if you're planning on playing an unarmed monk then you definitely don't want to stop at this break point unless you use that feet to pick up something like Tav brawler or something like that which would you know essentially offset that at seven monk in five bar you gain font of inspiration improved baric inspiration improving that die from 1d6 to 1d8 and you're going to gain level three bar spells and spell slots in exchange for losing that feat that is a phenomenal trade-off in my opinion as I mentioned earlier this allows you to use your Bic inspiration on short rest and if you want like colge swords or something that allows you to use these like special attacks that you can use your big inspiration die for that are now stronger and you're also going to have level three spells which is great so I think seven and five is definitely better than 8 and four generally and then it's six Monk and six Bard you gain counter charm and you also gain Bard subass features this would be extra attack if you're playing swords or Valor and it would be extra magical Secrets if you're playing college of lore and in exchange you lose evasion and Stillness of mind I think this is probably only worth it if you're playing college of lore in my opinion because that extra attack that you gain for swords and does not stack with the monks so you're effectively only gaining counter charm here well as if you're playing college of lore you'll actually gain that extra magical secrets for those extra spells so I think there is a case here if you're playing colge of blore but otherwise seven and five is probably better for if you're playing the either of the other two so next up we take a look at monk cleric multiclassing and there's a lot to love here with this multiclass clerics use wisdom for their spellcasting ability modifier just like way of the four elements monks do and obviously monks gain extra Armor class when on armored for each point of wisdom so there is some Synergy there as well definitely more Synergy you know than some other classes that don't use wisdom for their spell casting so this is not a bad pairing so first we'll take a look at 11 monk one cleric and essentially what you're doing here is you're saying I'm going to lose my third feat and I'm going to pick up cleric level one spells and spell slots you're going to pick a cleric domain and gain access to some domain spells depending on which domain you chose you're going to gain some proficiencies in some cases depending on which domain you chose so there's a lot to love here for one level of cleric and I think probably the most likely reason that you would do this is if you were trying to pick up some easy proficiencies and you know this level one of cleric is a great way to do that this means you would probably go something like war or Tempest or even life domain something like that in order to pick up you know heavy armor proficiency and maybe some weapon proficiencies and then at 10 monk 2 cleric you're going to gain your channel Divinity ability for your cleric you know whatever depending on which domain you chose so your mileage is going to vary depending on which one you chose a little bit in exchange for losing a subass feature of the Monk and again this one is kind of a trade-off depending on what subass you went what build you're picking it's kind of a wash so I don't think you're going to get much out of this generally at 10 and 2 compared to 11 and one depending on unless you have a very specific build in mind with some very specific setup that benefits specifically otherwise you know 11 And1 is probably better than 10 and2 and then at N9 mon 3 cleric you're going to gain access ACC to cleric level two spells and spell slots as well as the domain spells the second level of domain spells for that domain in exchange for losing improved unarmored movement and purity of body this is a good trade-off in my opinion I think if you're going to go past 11 and one cleric or 11 Monk and one cleric 9 and three is definitely better than 10 and two I at least go that far if not further and then at eight monk four cleric you're going to gain a feed in a clear a can trip in exchange for losing Advanced unarmored movement and some unarmored damage or unarmed damage I should say and again this is another one where like if you're playing an unarmed monk unless you're taking Tavern brawler with his feet you definitely don't want to take this if you're playing a weapon-based cleric monk then it's probably a good trade-off and then at seven mon five cleric you gain access to level three cleric spells and spell slots as well as the domain spells of that cleric as well as destroy Undead in exchange for losing a feat this is really good in my opinion again particularly if you're not playing an unarmed Monk um simply because you can gain some very deadly spells here like if you went like light cleric you can gain Fireball here there's a lot of really good Spells at this level depending on your domain and you know getting those in exchange for losing a feat is a good pickup I think really depends on what you're going for obviously with your cleric monk build but I think generally more often than not it'll be a good trade and then lastly we have six monk 6 cleric and here you're going to gain another Channel Divinity charge and subass feature mileage is going to vary depending on what subass you choose in exchange for losing evasion and Stillness of mind this is probably a wash more often than it's not meaning like you could go either way depending on what subass you chose for cleric like you know what you're going to lose here I think this is probably you know could go either way depending on how you're set up just taking a look at the subclasses features that you're gaining so next we'll take a look at Druid Monk multiclassing and this is another one that has some decent Synergy because Druids and monks both use wisdom for their spellcasting if you're going way of the four elements and again with monks having you know unarmored monks getting the benefit from wisdom being added to their armor class if you're playing unarmored this can have nice Synergy but also keep in mind that Circle of the Moon Druid as I've mentioned in previous videos does not lend itself well to multiclassing so when we're talking about multiclassing monk Druid we're predominantly talking about multiclassing with circle of the land or circle of the spores not really including circle of the Moon Druid so at 10 monk true druid which is I think the highest level you would go mon you're going to gain drw level one spells and spell slots you're going to gain access to Wild shape though I don't know that you would use it much and you're going to gain a d subass and in exchange you will lose a feat and a subclass feature of Monk this is probably a wash again like you could go 12 Monk and zero Dru and probably be about as effective as 10 monk two D at this point you'd have more utility as a druid um but you're not necessarily going to be more effective so it's kind of a wash at this point even though you do pick up some nice things from Druid at nine monk three Druid you gain access to Druid level two spells and Slots as well as a druid subclass feature these are specific spells if your circle of the spores D your circle of the land you get to choose two spells in exchange you will also gain a natural recovery charge if you are a circled land and you're going to lose improved unarmored movement and purity of body this is a good trade-off in my opinion and much like some of the other multiclasses I've already mentioned I think I would go at least N9 and three if I was going to dip into Druid I don't think I would go lower than that and then at eight mon for Druid you gain a feat and Druid can trip but lose Advanced unarmored movement and you lose out on unarmed damage and again as I mentioned in previous ones unless you're taking Tavern brawler here um you definitely don't want to take this or go down this far unless you're going further if you're playing an unarmed Druid monk otherwise if you're playing a weapon based one like one that uses like shalele or something like that with a club then you know this would be a fun fine trade and then we go to seven monk 5 Druid here you gain wild strikes which really isn't going to benefit you much cuz you're not really going to be wild shaping much if you're playing a mon Druid you're going to gain level three Druid spells and Slots which is great and you're going to gain access to you know specific spells if you're circle of the spores Druid and you're getting a bck from spells if your circle of land and also gain natural recovery charge if your circle of land so this is a great level in exchange for losing a feet definitely worth it in my opinion if you're going to go Dr Monk seven and five is probably I would either go 9 and three or 7 and 5 I think 8 and four is okay but 7 and 5 is probably better and then finally we come to six Monk and sixd here you'll gain a d subclass feature and you'll lose evasion and Stillness of mind and the subclass feature you gain at Circle of the land is just you basically don't get slowed down by difficult terrain and for circle of spores you actually pick up a decent subass feature at this level so I would only consider going six monkin six Druid if I was going to go circle of spores Druid other otherwise I would stay at 7 and5 if I was going circle of the land so next we come to multiclassing with fighter and obviously there's a lot to love here with multiclassing Monk and fighter there are a lot of things you can benefit from from fighter like armor and weapon proficiencies fighting style action surge all of these things are phenomenal for a monk so let's get into you know exactly what the break points might be and why you might break point at specific places so the highest you would go here is 11 monk in one fighter and that would be simply to gain access access to the armor and weapon proficiencies of Fighter um you might consider taking the level of fighter first to gain heavy armor proficiency if you want it also you can gain a fighting style here keep in mind that unless you're using a weapon with the monk that really probably the best fighting style for you is just going to be defense to gain an extra Armor class but if you are using a weapon you know you could take great weapon fighting or you could take you know any other one really dueling something like that and you also gain Second Wind here which you know is a mild heal as a bonus action that's probably going to get worse over time but it would still be good to have and in exchange for that you lose a feat I think this is worth the trade in my opinion considering all the armor weapon proficiencies and fighting style that you would gain definitely think it is worth that tradeit so talking 10 monk Two fighter you're going to gain action surge which is going to allow you to attack you know with your action a second time in combat and you're going to lose a subclass feature for that this is definitely worth it in my opinion um keep in mind that you know if you're going to take two levels of fighter you know to get action surge action surge is going to be a lot more beneficial after you have extra attack from monk so you might want to go like five levels of Monk and two levels of fighter one level of fighter five levels of Monk and then another level of fighter something like that because that you know when you attack and then get your extra attack then use action surge you get to attack and get your extra attack again resulting in four attacks that's much better than just the two attacks you can do but keep in mind that you know action surge allows you to use something else with your action doesn't necessarily have to be an attack so if you're playing like way of four elements you could cast a spell for instance with one action and then attack again with another action and get your extra attack something like that and then we come to nem three fighter here you're going to gain a fighter subass and you're going to lose improved unarmored movement and purity of body I think this is a good trade in my opinion I think this is even better than 10 and two because there's a lot to love at fighter sub classes whether you're a Battle Master picking up some superiority die which can replenish on short rest just like monks key that's a really good pickup or maybe you want to get some spells from Aldrich Knight or you know maybe you just want to be a champion for you know better critical chance all these things are are good in my opinion and I definitely think if you're planning on going at least 10 and two you might consider going 9 and three and then at eight monk four fighter you're going to gain your third feet back but you're going to lose Advanced unarmored movement and you're going to lose some unarmed damage and as I've been saying this is probably fine it's like probably a wash in terms of a tradeoff here um it's obviously going to be less beneficial to you if you're playing an on armed monk unless you take Tavern brawler with that feet otherwise you know it's really a wash and then at seven monk Five Fighter you're going to gain a Fighter's extra attack which does not stack with a monk so that's effectively nothing and you're going to lose a feat so you don't want to go seven monk Five Fighter you'd be better off going eight and monk four fighter or six Monk and six fighter but you don't want to go seven monk Five Fighter and then at six monk six fighter you're going to gain a feat because Fighters gain an extra feat at this level and you'll lose evasion and Stillness of mind this is probably a good trade in my opinion um I don't know if I would go all the way down to six Mon and six fighter just for this because I feel like it's you know kind of a wash a little bit the feet might come out a little bit better generally but you have to go through basically a whole level where you don't get that anyway and you could gain that same feed at eight Monk and four fighter so I think generally speaking 9 and three is probably the sweet spot here but if you really want to have that third feed going eight monk four fighter is all right and next we come to Paladin Monk multiclass CL Ing and this would definitely be a better multiclass if it weren't for the fact that Divine Smite does not work when unarmed meaning that you're going to have to play a monk Paladin that uses a weapon to get the most out of divine Smite or you won't be able to use it and also Paladin spells you know scale with Charisma will monk scale with wisdom this isn't too much of an issue though because unless you're using monk spells you won't really need a ton of wisdom anyway so first let's take a look at 10 monk two Paladin if you take this setup you're going to gain weapon and armor profic icies that you might want for your monk keep in mind that a lot of Monk things uh you know require unarmored so the armor proficiencies maybe not be as beneficial to you although the weapon proficiencies might uh you'll also gain a paladin subass you'll get some subass features from that Paladin you'll gain Divine sense and channel oath from the you know subass that you choose you'll gain a fighting style which is nice you'll gain Divine Smite um again you'll have to use a weapon in order to get the most out of that and you will gain some paladin spell casting and spell slots in exchange for losing a feat and a subass feuture that is a lot of things that you gain even at two levels so if you are planning on playing a weapon-based monk Paladin two levels of Paladin is not bad so as you go down to nine Monk and three Paladin you'll gain some spells depending on you know what oath you took and you also gain Divine health and you will lose improved armored movement and purity of body this is probably a wash in my opinion I don't think if I was going to go nine monk or if I was going to go monk Paladin I would stop at 93 I would either go 102 or I would go much further down and then at 8 mon four pal and you're going to gain a feat in exchange from losing Advanced unarmored movement and you will also lose some unarmed damage because you're not going to be playing really an unarmed monk this way I mean you still will have Flurry of Blows that you can use um this is not as much of a bad trade-off this is probably fine because you're going to be using a weapon most of the time and then at seven monk five Paladin you'll gain extra attack from Paladin that does not stack with among extra attack so that's kind of wasted but you will gain level two Paladin spells and spell slots and some more you know spells of that oath which is nice um again these spell slots can be used for divine Smite so this is a strong level for Paladin and you will lose a feat I don't think seven and five is as good as six and six in my opinion because at six Paladin you'll actually gain Ora protection in exchange for losing evasion and Stillness of mind and Ora protection is extremely strong particularly if you have a decent amount of Charisma which you probably will have on this build because you probably won't be investing too much into wisdom next we move to Ranger Monk and there's some good synergies here because Rangers and monk both use uh wisdom for their spellcasting ability so if you're planning on playing The Way of the four elements Ranger is not a bad option especially if you're planning to use some hostile Ranger spells and um you know there is that Synergy with monks applying their wisdom to their Armor class if they're unarmored which is great you'll also gain you know if you're taking Ranger you'll gain some weapon proficiencies which which is nice and you'll pick up some skills too so at 11 Monk and one Ranger you're going to gain some weapon and armor proficiencies and again you're probably going to play unarmored as a monk but you could use armor if you want and you are going to gain a skill and you will gain natural Explorer and favorite enemy which typically give you some skills and other features in exchange for losing a feed I think this is a pretty good trade generally particularly if you want to use your monk more effectively outside of combat and then at 10 monk two Ranger you're going to pick up a fighting style you're going to gain some r spells and some spell slots in exchange for losing a monk subass feature this is a pretty good pick up in my opinion fighting style is always good giving you some utility with Ranger is good and I think this is probably a wash depending on what subass feature you're losing but I think generally it's probably better than not and then at nine mon three Ranger you're going to gain a ranger subass but you're going to lose improved unarmored movement and purity of body this is a good trade in my opinion particularly if you're going with hunter or if you're going with gloomstalker you're probably not going to multiclass a um Beast Master very much because Beast Masters really benefit from taking levels of Beastmaster in order to keep their animal companion strong that if they take other levels of other classes their companion will cease gaining improvements that will make them fall off late game so you're probably only going to take a subass of Hunter or gloomstalker in this case and this is definitely a good trade because both of those subclasses are front loaded very heavily and then at8 M four rang you're going to gain a feat in exchange for losing Advanced unarmored movement and for sacrificing some unarmed damage and this is probably a good trade in most cases because if you're playing a ranger you're going to gain uh fighting style and unless you pick defense you really you know going to want to have picked something that is going to make you use a weapon usually so I think sacrificing Sun unarmed damage in order to gain a feat is probably better than not here unless you did take defense and you're planning on playing unarmed and then at seven mon five Ranger you're going to gain extra attack from the ranger which doesn't stack so that's kind of wasted and you're going to gain Ranger level two spells and slots in exchange for losing a feat and this is kind of a tossup in my opinion there are some good Ranger level two spells but unless you're kind of playing like a stealthy Ranger it's not like the greatest or best trade ever so this is probably a wash depending on exactly what you want to do whether you need more utility or if that feat would be better for you and then lastly at six month and six Ranger you're going to gain another favorite enemy natural Explorer and exchange for losing evasion and Stillness of mind this isn't a great trade in my opinion I don't recommend doing this you could it's probably you know okay in some situations but generally speaking you're probably going to want to stick with like eight Monk and four Ranger that's probably the sweet spot for that I don't think seven and five is all that great unless you want level two spells but six and six there really isn't any reason to go that low and then we come to Rogue Monk multiclassing and this is actually pretty good multiclass there's a big focus on dexterity for these two classes because Rogues need to use finesse weapons for for their sneak attack damage um this typically benefits dexterity or dexterity could apply to this rather so there's a good reason there they typically use light armor monks typically use no armor so all their dexterity can usually apply to their Armor class monks have deflect missiles which is based off their dexterity so and obviously you know monks and Rogues typically handle like the lockpicking and trap disarming which typically falls under dexterity so there is a lot of synergy between these two classes particularly if you're playing like way of Shadow monk that tends to be a bit stealthy anyway so at 11 monk one Rogue you're going to gain sneak attack damage 1d6 and expertise and two skills in exchange for losing a feat this is probably a wash most of the time really depending on what you need the feed is probably better for most builds but unless you know exactly how you want your build to play you you know you're probably not going to come out ahead with sneak attack and expertise but if you need the extra skills or you just want to be better and like handle like the lockpicking SL sneaking of your group one level Rogue is not bad on Mon and then if you go 10 long two Rogue you're going to gain cutting action allowing you to disengage Dash and hide in combat as a bonus action in exchange for losing a subclass feature this is really strong in my opinion particularly if you're trying to play a stealthy monk if you're not trying to play a stealthy monk so much it's not as useful because you do have step of the wind uh from monk which basically does the same thing anyway so this isn't super useful unless you're particularly trying to get that hide action then at nine monk three Rogue you're going to gain a rogue subclass and you're going to gain extra sneak attack your sneak attack will go up to 2d6 in exchange for losing improved unarmored movement and purity of body this is a great trade again Rogues are pretty front loaded at level three in most cases so you know like if you take uh assassin you know you're going to be better at leading off in combat if you take Thief you're going to gain an extra bonus action so this is a really good level in my opinion and if you're going to go you know monk Rogue unless you're just dipping one level in Rogue in order to gain some skills I think you definitely want to go at least N9 monk three Rogue and then if you go eight monk for rogue you're going to gain a feat in exchange for losing Advanced unarmored movement and death strikes uh is going to go down from d8 to D6 meaning your unarmed damage is going to go down a little bit and keep in mind that Rogues need to use a finesse weapon to do sneak attack so they're going to have to use that for their normal attacks but they will use Flurry of Blows a lot particularly if they are a thief and have an extra bonus action they can use this a lot in combat so you may not want to lose out on that extra unarm damage if you went Thief if you went assassin or if you went um Arcane trickster maybe it's not as big of deal to you but if you definitely went Thief this is going to be kind of questionable for you but it's not so bad of a trade-off if you went either of the other two sub classes and then if you go seven monk five Rogue you gain uncanny Dodge and you gain more sneak attack damage in exchange for losing a feat a Feats aren't super necessary for monk Rogue multiclassing in my opinion like there's very few things that you're going to gain out of that because you have a lot of things you're going to be doing with your action and bonus action every turn and you know getting that extra sneak attack damage might actually behoove you uncanny Dodge is pretty strong in my opinion and usually you're probably going to spend most of your Feats just increasing your dexterity to give you more Armor class initiative and damage hit chance so you can Max that out with two Feats so I think this is probably a better trade than not most of the time and then at six monk six Rogue you're going to gain expertise and two skills in exchange for losing evasion and Stillness of mind I don't think this is a great tradeoff in my opinion you probably don't need expertise and four skills but if for some reason you really want that expertise you could do it I think you're probably better off staying at seven Mon and five Rogue though and if you really want you could even go five monk five Rogue and Two fighter in order to pick up action surge fighting style and some proficiencies as well so then we come to sorcerer Monk multiclassing and this isn't the greatest pairing in my opinion for a couple reasons first Sorcerers use Charisma for their spellcasting and if you're playing way of the four elements monk then you're going to focus on wisdom and obviously if you want more Armor class while you're unarmored you'll be focused on wisdom so there's a bit of a thing there although you don't really need wisdom on a mon so it's not the end of the world however because Sorcerers gain more sorcery points the higher level they go in Sorcerer And monks gain more key the higher level they go in monk the more you know sorcery points you want the less key you're going to have and the more key you want to have the less sorcery points you're going to have so there's a little bit of conflict you know in these two classes because they both kind of want to put classes in their own class in order to give them more resources so let's take a look at what you might do if you go 10 monk two sorcerer here you would gain sorcerer level one spells and spell slots you'd gain a sorcerer subass you would gain metam magic and some sorcery points but you would lose a feat and a subass feature I'm not sure this is a great tradeoff at this point because you just don't have a lot from sorcerer going on you have like the bare minimum of Sorcerer And it's going to give you a little bit of utility but it's not going to give you much and then if you go nine mon three sorcerer you're going to gain access to sorcer level two spells and Slots you're going to get to pick another met magic like Quicken spell which is great you gain another sorcery point and you'll lose some improved unarmored movement and purity of body this is better in my opinion than 10 and two you at least have some stuff going for you for sorcerer at this point and a lot more spell slots that you could make it justified in order to go sorcerer for three levels and then if you go eight monk for sorcerer you gain a feet in a cantrip you lose Advanced unarmored movement and you lose some unarmed damage you can play unarmed as a monk sorcerer and use sorcerer spells to like give you Buffs and stuff like that if you want in order to give you like blur or you know other things like Shield or you know even just to throw things out like magic Missile or some hostile spells every now and then like uh Fireball or something as you get higher levels there are you know spells you can fling as a mon sorcerer but you could also use them defensively while you're fighting in melee combat so this is dependent on like how you're set up if you're planning on playing unarmed then I definitely you know would strongly consider not going down this low but if you're planning on playing you know with a weapon or something like that predominantly um then this is not a bad choice and then if you go seven long five sorcerer you gain level three sorcerer spells and Slots you gain another sorcery point and you lose a feat this is probably okay in my opinion depending on what Feats you really want and how you're set up stat-wise you don't need too many Feats for this build three is probably better than two getting access to level three sorcerer spells and spell slots is probably worth that trade most of the time and then if you go six monk six sorcerer you're going to gain a sorcerer subass feature these tend to be pretty strong in my opinion and you'll lose evasion and Stillness of Mind you'll gain another spell slot you'll gain another sorcery Point giving you six sorcery points at this level allowing you to use Quick and spell twice and I think if I was going to go sorcerer monk I would probably go six and six or 9 and three I think those are the two spots that I would probably stop and be predominantly a monk with some you know utility sorcerer spells or be like a complete hybrid and you know use those sorcery spells when I need them and the rest of the time just be punching things in the face and next we come to warlock Monk multiclassing and there is some Synergy here because if you do go packed to the blade you're going to be able to get three attacks with your monk every turn if you're using a packed weapon or you know some weapon that you've bound to yourself so not an unarmed monk in this case but a monk that uses a weapon you would be able to get three attacks which is quite strong so I think it's definitely a better pairing than maybe some of the other spell casting classes and you'd be able to cast spells that you gain back on short rest and since you gain your key back on short rest as well that synergizes a bit better in my opinion so 10 monk to warlock you're going to gain a warlock subass you're going to gain two warlock spell slots two Elder chin vocations in exchanging for losing a feet and a subass feature this is probably a tossup probably a little bit more to the Warlock side than going 12 monk in my opinion so you're probably going to want to go more levels in warlock to really you know get the benefit of multiclassing into warlock than just two and then if you go nine mon three warlock you're going to gain warlock level two spells and Slots they're going to upgrade you'll gain a packed Boon which will allow you to use Charisma for your attack modifier so if you were playing warlock monk you would probably not invest in wisdom and you would invest in Charisma particularly if you're going the you know pack of the blade route and you would lose improved unarmored movement and purity of body to do this this is a good trade in my opinion so you definitely want to do that and then eight Monk and four Wallock gives you a feat and a can trip and you lose Advanced unarm movement and you lose some unarmed damage this is a good trade again you're probably not going to be playing an unarmed monk if you're playing this way if you want to use pack of the blade which is probably what you would be doing if you were playing combined with warlock so that's fine again you will still have Flurry of Blows that will go down a little bit in damage but I think you'll come out ahead and damage by you know moving down to seven Monk and five Warlock and gaining that extra attack from warlocks which does stack with monks so at seven monk 5 warlock you're going to gain another eldrich invocation you'll gain warlock level three spells and your spell slots will upgrade to warlock level three spell slots and you will gain that extra attack that does stack with the monks extra attack in exchange for losing a feet that is a good trade in my opinion being able to attack three turns every turn with a monk is fantastic and you can use stunning strike on all those as well so you could potentially stun three targets and then if you go six monk six warlock you will gain a warlock subclass feature in exchange for losing evasion and Stillness of mind this really depends on what the Warlock subclass feature is and what you really need and what subass you took this is probably a wash depending on what that is you could go six and six or you could go like 65 and one level of fighter to pick up some proficiencies and maybe you know a fighting style as well and then lastly we come to wizard Monk multiclassing and you would probably in this case you know not invest too heavily in wisdom because you're going to want to gain some intelligence um in order to have your hostile wizard spells connect or you would just simply pick wizard spells that were defensive Buffs like blur and stuff like that and haste that you know you didn't need High Intelligence to use and you could use wisdom for extra Armor class if you're unarmored and if you wanted to go something like we of the four elements to have even more spells and make those offensive spells more effective you could do that so at 10 Monk and two wizard you gain wizard level one spells and Slots you gain Arcane recovery allowing you to recover one of those spell slots uh once prong rest going to pick a wizard subass and get a feature from that which is quite nice in exchange for losing a feat and a subclass feature and this is probably a wash in my opinion again if you don't go deeper into wizard I don't see the point and just multiclassing for a couple levels so you're probably going to want to go more levels into wizard if you want a multic class with wizard so if you go nine Monk and three wizard you gain wizard level two spells in slot you gain another Arcane recovery charge which helps you regain a level one spell slot or a level two spell slot and you lose improved unarmored movement and purity of body this is a good trade in my opinion I would at least go 9 and three if you're going to go monk Wizard and at eight monk four wizard you're going to gain a can trip and a feat in exchange for losing Advanced unarmored movement and some unarmed damage if you're playing unarmed this is probably you know you're either going to want to go down much lower like six and six or something like that or you probably want to stop at 9 and three but if you're playing with a weapon this is probably a fair trade at seven mon and five wizard you're going to gain access to level three spells and spell slots you're going to gain another Arcane recovery charge and you'll lose a feat this is a great trade in my opinion and if I was going to play a monk wizard I would either go monk three wizard nine monk dip a little bit in to gain some you know utility spells that I could use to protect my like Melee focused bunk or I would go more you know the seven and five route and like really lean into spell casting when I want it and then be meleeing the rest of the time so I think this is a good trait and then at six Mon and six wizard you're going to gain another wizard subass feature in exchange for losing evasion and soulos of mind the wizard subclass features at level six vary a lot from subclass to subclass but some of them are quite good particularly like evocation um particular like necromancy so if you're playing you know some depending on what spellcasting class divination also has a good one um you might want to go six and six that'll also give you another spell slot for Wizard which is great and you still have like the good subass features of six levels among mon so I think six and six seven and five either of these are acceptable depending on what that subass feature you're gaining is so that wraps up our video on monk multiclassing I know you guys have been waiting a while for this one I hope it helps you make some decisions about what you want to multiclass don't be afraid to multiclass monk even though it uses wisdom for its spells compared to some other spell casting classes you really don't need a lot of wisdom on a monk you could take their spell casting or you could pick some spells that don't really need you know intelligence or Charisma you know and just focus on the wisdom instead and pick some defensive spells there are a lot of ways you can multiclass with spellcasters so don't be afla to multiclass monk with them and really get into it and enjoy [Music] [Music] it
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Channel: Fextralife
Views: 57,524
Rating: undefined out of 5
Keywords: baldurs gate 3 monk multiclass, baldurs gate 3 monk multiclass build, baldur's gate 3 monk build, bg3 monk multiclass, bg3 bard monk multiclass, baldurs gate 3 build monk, bg3 monk multiclass build, bg3 monk monk multiclass, baldurs gate 3 builds, baldurs gate 3 build, bg3 monk build guide, bg3 monk bard build, bg3 op monk build, bg3 monk paladin build, bg3 build ideas, BG3 Ranking, best monk multiclass, bg3 monk fighter build, bg3 monk ranger build, monk rogue build
Id: Jxz8hfxz0p4
Channel Id: undefined
Length: 38min 52sec (2332 seconds)
Published: Thu Nov 30 2023
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