End Game Monk & Barbarian multi-class build | Baldur's Gate 3

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as you reach the end game in Baldur's Gate 3 you may be interested in respecting your monk and I've got an incredibly powerful build for you today this is going to use monk as the main class and Barbarian is the subclass this guide is going to take you from level one through nine as well as give you recommendations to go all the way up to 12. let's go ahead and get started with level one obviously you're going to select the Monk class here this will give you access to Flurry of Blows this is a bonus action so you'll be able to attack and I would recommend using a weapon or a monk weapon at low levels and then you can still use Flurry of Blows as a bonus action provided you have the key points available to do so key points are essentially the magic that flows through all living beings you can use it to exceed your body's physical capabilities and this is in a sense the charges that you have to use your class actions an armored defense while not wearing armor you can add your wisdom modifier to your armor class and if you haven't seen the stats already on the right you'll see that we are increasing our wisdom to a degree but we're also increasing our constitution as well as our dexterity and I'll explain all of these as we go through but I would recommend using the stats that I've laid out there for you martial arts dexterous attacks tax with monk weapons and unarmed attack skill with your dexterity instead of your strength if your dexterity is higher and our dexterity certainly will be higher in this build death strikes among weapons and unarmed attacks deal one to four bludgeoning damage unless their normal damage is higher again I would recommend using a weapon with this build up until Level 6 and you'll see why when we get there bonus on arm strike after making an attack with a monk weapon or while unarmed you can make another unarmed attack as a bonus action this is also nice if you don't have key points remaining to use Flurry of Blows after using an action as the main attack you'll still be able to use this bonus unarmed strike very powerful gives monks the ability to deal decent and consistent damage throughout the entire playstyle and it really takes off when we get to level 9 and you'll see why probability scores I recommend putting 10 in strength and 8 in intellect and Charisma we're going to need all the points and that's because we want to get our dexterity 17 Constitution to 16 and wisdom to 14. now in terms of dexterity we are going to raise this to 20. we'll be using the armor the graceful cloth as well as the hair of the hag to boost our dexterity 20. if you don't have these yet you can rearrange your ability points to something more favorable for you for the time being for proficiencies we're going to do athletics and acrobatics I really think these are the strongest two choices that you can take at level one level two we don't actually get to select anything but it's a powerful level nonetheless we're going to get an additional key point and on top of that we get unarmored movement your movement speed is increased by three meters while you're not wearing armor or using a shield and we won't be using either of those in this build we get the reactions as well patient defense this is the least used out of the three actions that we get and keep in mind that although they're called actions here they're actually take a bonus action to perform patient defense Attack rules against you have disadvantage and you have advantage on dexterity saving throws it's not bad it's just that the other ones are a little more useful and they add dramatically to your Mobility which is something that you need to maneuver around the battlefield in order to pull off some of this consistent and incredible damage that you can be dealing step of the wind Dash will double your movement speed and jump no longer requires a bonus action this means that you'll get increased movement as well as being able to use the jump on the same turn as activating step of the wind Dash step of the wind disengage Retreat to safety by disengaging jump no longer requires a bonus action again we'll be able to disengage and for those unaware that means that you can move away from enemies that have attacks of opportunity you can do this safely to then move away and jump as well in the same turn very useful for repositioning and making sure that your character doesn't go down this character is actually incredibly tanky you would be surprised at the survivability of this character at level three we're gonna get the option to choose our subclass and if you happen to be playing as a gift Yankee like I am you'll unlock psionics jump which will triple creatures jumping distance but more importantly for the subclass we're going to choose way of the Open Hand this is going to specialize Us in unarmed combat using our hands in control of key to inflict Grievous hurt or to heal we're gonna unlock three actions here as well Flurry of Blows topple stagger and push these are going to all do damage in combination with adding a possible effect topple will have a chance to cause prone stagger can stagger the Target and push can potentially push the target 5 meters away all of these have situational use it's great to have them in addition counts as a bonus action while dealing more damage than your unarmed strike keep in mind that they do cause key points so you want to use them sparingly but again this just adds to the consistent damage that the class has as well as some utility here level four we're gonna get access to a feat what I recommend here is a building Improvement however we're not going to put that in dexterity as I mentioned this is an end game build we're gonna have access to armor that's going to increase our dexterity by two as well as hair the hag to round this to 20. now if you don't have those pieces or you're playing this from the start you could round off your dexterity by getting that to 18. choosing a different feat that may benefit you more than this or any other manner of options there the respect is really low in this game 100 gold that's something to be able to do very frequently if you choose to so feel free to alter this if it doesn't fit for what you're looking for at the moment in this case we're going to put the two points into Constitution because we're going to have 20 dexterity from what I mentioned and we're going to continue to buff our con now this is going to increase our health and you'll see that we're already nearly at 40 hit points at level four which is pretty decent and we're going to be tanky and we need to be because we're going to be out in the front lines in the midst of the enemies and susceptible to a lot of damage now I know at this point it doesn't make a whole lot of sense unless you want to do a respect later you could put those points into wisdom and get some benefit to your armor class as well but if you're respecting your character already having potentially more levels we want to make sure that we're buffing this constitution first and this is because of the Barbarian subclass at level five we'll continue to get additional key points as well as an extra attack on top of that for actions we're going to get stunning strike melee as well as stunning strike unarmed both of these will get utilized depending on where we are with the character and the level at this point I would still recommend using a monk weapon and we'll transition at level six as you'll see when we get there as to why we make the switch to being unarmed if you happen to be on get the Yankee again at this point you'll get Misty step which again is a nice Mobility tool and one of the reasons I absolutely love this race for this build level six is a very big level for us and this is part of the reason why I recommend getting Level 9 this is so that we can also take three levels in the Barbarian subclass before we respect into this because level six is monk is so important it's not just about having that additional attack at level five but at level six as a monk more specifically way the Open Hand we're gonna unlock a lot you're gonna get improved on Armored movement again increasing our movement speed by another four and a half meters key empowered strikes your unarmed attacks count is magical for the purpose of overcoming enemies resistance and Immunity to non-magical damage this is now going to allow us to transition and drop our weapon subclass features are also going to allow our hands to sap the key from our enemy's body unarmed attacks are going to deal an additional three to six necrotic three to six psychic or three to six radiant damage now you can only use one of these per attack however it gives you options in case the enemy is resistant to a certain type of damage on top of that we have wholeness of body you can regain half your key points and enter a temporary state of wholeness where you regain key points and have an extra bonus action this lasts for three turns again some added utility that allows you and some more sustainability and again consistent damage at this point the monk is fairly strong and on top of this we're going to now go into the Barbarian for the next three levels at level seven as mentioned we're going to multi-class into the Barbarian this is going to give us rage while you're raging you're stronger and deal two extra damage with melee and improvised weapons we're using our hands as melee also we're going to get additional rage charges as well as unarmored defense now while we're not wearing armor we're also going to add our constitution modifier to our Armor class so you can see why we've buffed the con because we're now getting the Constitution as the modifier as well as additional hit points so it's more favorable for us to buff the Constitution stat as opposed to wisdom at character level 8 we're going to put another level into Barbarian this is going to unlock danger sense and we're going to have advantage on dexterity saving throws against traps spells and surfaces it's a great feature especially when we're rocking a 20 dexterity on top of that we get Reckless attack until your next turn you have advantage on attack rolls and enemies also have advantage against us now we have so many attacks we can often kill all the enemies around us or escape to safety using one of our other abilities and don't have to worry so much about them having advantage against us however if we're caught in the open or they manage to get on us we still have a very high Armor class as well as an enormous hit point pool at this point character level 9 will get to select a subclass and although they're all viable Berserker to the least degree You could argue that wild magic has some decent options as well but I think that wildheart really wins out here so we'll go ahead and cover that one for visual heart you'll get the option to select one of these and keep in mind you can change this when you level up I think bear heart at this point at least where I'm at in my playthrough is really appearing and the reason for this is because it's going to actually allow us to be resistant to all damage except for psychic damage on top of that we're going to have the ability to use an action of unrelenting ferocity which allows us to heal so if we're surrounded by enemies we can maintain our rage whether we deal damage or receive it and this just allows us to community heal ourselves as we're kind of taking damage and really tank and like I said before our Armor class is extremely high and our health pool is already around 90 as well at level 10. I'd recommend adding another level to Barbarian to unlock an additional feat and that means level 11 as well as level 12 you can put your levels into Monk and get a third fee from out as well now I think that ability Improvement is always a solid choice however if you manage to cap your dexterity as well as your Constitution you can look at something like Sentinel which is also a strong candidate for this build as always thanks for taking the time to watch and have a great day
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Channel: MinMaxRPG
Views: 34,483
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Length: 9min 59sec (599 seconds)
Published: Tue Aug 15 2023
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