BG3: Ultimate Open Hand Monk Build (Honour Mode)
BG3: Ultimate Open Hand Monk Build (Honour Mode)

BG3: Ultimate Open Hand Monk Build (Honour Mode)

Crush BG3's Honour Mode with this powerful Open Hand Monk build. Get the best leveling path, Tavern Brawler setup, and gear guide for Acts 1-3

August 17, 2025
5 min read
38

I was surprised that no one had written a Monk guide for so long. Although I have some interesting ideas for Shadow Monk and Way of the Four Elements, I'll stick to the most straightforward Open Hand Monk for now. This article is a build guide and explanation for Baldur's Gate 3, applicable to Honour Mode and compatible with lower difficulties.

1. Simple Introduction

The Monk is often jokingly called Larian's favorite child, and in reality, its power level lives up to that name.

The Monk has the following advantages:

  • Doesn't compete for gear: Most of the Monk's best equipment is only useful for Monks. Unless you have a second Monk in the party, they are self-sufficient and won't take gear from teammates.
  • High mobility: The ability to run on walls and make multiple jumps, combined with Unarmoured Movement, gives the Monk unparalleled mobility.
  • Doubles as a skill monkey: Monks require high Dexterity, which synergizes well with Sleight of Hand, allowing them to serve as the party's rogue.
  • Consistent damage: The Tavern Brawler feat combined with Strength potions provides a high chance to hit, ensuring very stable damage output every turn.
  • Not suitable for a main character playthrough.

2. Leveling and Stats

Race: Any race works. Wood Elf / Wood Half-Elf is recommended for their increased movement speed. For Origin characters, Karlach or Astarion are good choices. Karlach can get an extra 1d4 fire damage early on with Soul Coins (which becomes 2d4 at low health), while Astarion has Sleight of Hand proficiency (and an extra 1d10 necrotic damage if you let him ascend).

Starting Stats: 8 Str, 16 Dex, 15 Con, 8 Int, 16 Wis, 10 Cha.

  • Level 1: Monk
  • Level 2: Monk
  • Level 3: Monk, choose Way of the Open Hand subclass.
  • Level 4: Monk, take the Tavern Brawler feat and put +1 into Constitution.
  • Level 5: Monk
  • Level 6: Monk
  • Level 7: Rogue
  • Level 8: Rogue
  • Level 9: Rogue, choose the Thief subclass.
  • Level 10: Monk
  • Level 11: Monk, choose Alert / +2 Wisdom / +2 Dexterity feat.
  • Level 12: Monk

3. Combat Tactics

  • If you use an action to attack, you gain a bonus action attack. If you don't use it and attack with your action again, the bonus action attack will refresh, not stack.
  • Flurry of Blows can create an advantage for your teammates.
  • You can use Wholeness of Body right before combat initiates.
  • If you have a Cleric or a Paladin with the Oath of Devotion in your party, ask for Warding Bond. Monks get targeted a lot.
  • Act 1: Try to get to level 4 as quickly as possible. Once you have the Tavern Brawler feat, you can take over the game.
  • Act 2: In the Gauntlet of Shar, don't activate radiant damage buffs. Be mindful of the Disciples' Fire Shield, don't get so carried away attacking that you get killed by the reflect damage. I can't think of anything else to watch out for.
  • Act 3: In the House of Grief and the House of Hope, don't activate radiant damage buffs. Again, I can't think of anything else to watch out for.

There's really not much else to say, just go in and fight.

4. Equipment Choices

Just chug Strength potions. Once you're a higher level in Act 2, you can farm Cloud Giant elixirs and switch to those.

Act 1:

  • The Sparkle Hands: (Unarmed attacks gain 2 Lightning Charges, found in a chest near the wood woads east of the Sunlit Wetlands)
  • Amulet of Selûne's Chosen: (Restores 2 Ki Points, found in a chest near the Adamantine Forge)
  • Hunting Shortbow: (+1 to Initiative, purchased from Roah Moonglow in the Goblin Camp)

Everything else is up to you. Take whatever you want, just stay unarmoured. The bow doesn't matter; give it away if someone else needs it.

Githyanki Crèche:

  • The Graceful Cloth: (Grants Cat's Grace, increases jump distance by 1.5m, purchased from Lady Esther on the Rosymorn Monastery Trail)
  • Gloves of Cinder and Sizzle: (Unarmed attacks deal an extra 1d4 fire damage, grants Scorching Ray, purchased from Lady Esther)

The Graceful Cloth can be worn until the end of the game. Try to let the Monk have this item over archers or other characters. If you're playing multiplayer, beg and plead for it. The gloves are a good upgrade.

Act 2:

  • Evasive Shoes: (+1 AC, purchased from Mattis at the Last Light Inn)
  • Cloak of Protection: (+1 AC, purchased from the Quartermaster at the Last Light Inn)
  • Ketheric's Shield: (+3 to Initiative, purchased from Lann Tarv in Moonrise Towers)
  • Shadow-Cloaked Ring: (Weapon or unarmed attacks deal an extra 1d4 damage against obscured or shadow creatures, obtained by defeating the Shadow Mastiff Alpha after extinguishing all torches in the Ruined Battlefield)
  • Ring of Free Action: (Grants Freedom of Movement, purchased from Araj Oblodra in Moonrise Towers)
  • Resonance Stone: (Grants a psychic vulnerability aura, found in the Mind Flayer Colony)

Equip the shield for the initiative bonus, then take it off. The other items can be given to other party members if they need them. The Monk really doesn't need much. The Resonance Stone can be combined with the Monk's level 6 psychic damage feature.

Act 3:

  • Boots of Uninhibited Kushigo: (Unarmed attacks add Wisdom modifier to damage, dropped by Githyanki Monks in the Astral Prism)
  • The Hell-Rider's Pride: (+3 to Initiative, purchased from Ferg Drogher in Rivington)
  • Corvid Token: (+1.5m jump distance, permanent Feather Fall, purchased from Mattis in Rivington)
  • Amulet of Greater Health: (Upgraded version for refusing the ghost's curse, restores more Ki Points)
  • Horns of the Berserker: (+2 to attack rolls when not at full health, unarmed/melee attacks gain necrotic damage, purchased from Entharl Danthelon at Wyrm's Crossing)
  • Fey Semblance Amulet: (Advantage on Intelligence, Wisdom, and Charisma saving throws, get from Mayrina after killing the hag)
  • Helmet of Grit: (Gain an extra bonus action when below half health, in a chest in the cursed corpse room of Cazador's Palace)
  • Gloves of Soul Catching: (Unarmed attacks deal 1d10 force damage, +2 Constitution, unarmed hits can heal you for 10 HP or grant advantage, obtained by defeating Raphael in the House of Hope after saving Hope, and Hope must survive)
  • Helldusk Armour: (21 AC, grants Fly, fire resistance, damage reduction 3, cannot be burned, obtained by killing Raphael)
  • Bhaalist Armour: (Enemies around you gain vulnerability to piercing damage, purchased from the merchant in the Murder Tribunal)

The Corvid Token is fun if you don't have a Druid. The Fey Semblance Amulet offsets the negative effects of the Resonance Stone. The Helmet of Grit's extra bonus action is great, but staying at half health is a bit risky. The Gloves of Soul Catching are best-in-slot, and only the Monk can really use them. The Helldusk Armour doesn't affect Unarmoured Movement, so you can wear it if you want to be tankier. Wear the Bhaalist Armour if you have a piercing damage character in your party who doesn't want to wear it and begs you to. There's not much else to say about the rest.

5. Conclusion and Brief Review

The Monk is simple to play and has straightforward damage output. Besides having few skills for ability checks and being a bit squishy, it has almost no weaknesses. It's very suitable for new players.