Best Drunk Master Monk Build in Baldur's Gate 3

With the release of patch 8 for Baldur's Gate 3Each class has got a new subclass to choose from. These offer a variety of new playing styles, from the mixed elemental omens and called allies by shaded magician, to the brilliant blasting of Circle of Stars Druid, each class has received even more flexibility.

The monk's new subclass in Baldur's Gate 3 Patch 8 is the way for the drunken master. This subclass hides its cautious and accurate movements such as intoxicated clumsiness, affects the intoxicated condition of enemies and stands out in defense. This guide will offer a strong intoxicated master building that benefits from equipment available in team 3 to further strengthen the monk with self -heating, complement their defensive ability.

Family

Baldur's Gate 3's new Monk underclass gives a overlooked item that is due

The road for the drunken Master Monk looks particularly like it will give a unique Playthrough for Baldur's Gate 3 player.

Best Drunk Master Monk Build in Baldur's Gate 3

Race, statistics, background and skills

BG3_MONK_DRUNKEN MASTER BUILD 1

While several races perform well with the Monk class, and especially the drunken master, this guide will use a Lightfoot Halfling to get Halfling Luck, which mitigates especially bad rolls. Other good alternatives would be gold dwarf for the dwarf's toughness (and thematic benefits), or Githyanki for astral knowledge and the magic formulas from Githyanki Psionics.

State

Value on level one

Value at twelve level

Strength

8

8

Dexterity

16

20

Constitution

14

16 (or 14 if not using gloves of soul -chain)

Intelligence

8

8

Wisdom

16

18

Charisma

12

12

For our background, we take Urchin for knowledge with the hand and stealth, which can be useful for positioning before a struggle and enter dangerous places. Our other two skills will be athletics, to improve our hope despite the state with low strength and insight to read people in dialogue.

Equalization

BG3_MONK_DRUNKEN MASTER BUILD 2

On third level, We will be able to choose our subclass, and of course we take drunken masters. This gives us knowledge of performance and immunity towards the negative effects of being full. In fact, the first time we drink alcohol every day we recover half our KI points immediately (rounded). Flurry of kind will also be replaced with intoxicated technology, which gives 3m/10ft extra movement and the benefits of the release measures, while working identically with the normal kind of kind.

On fourth level, We will increase our skill from 16 to 18 and also get intoxicating strike. This special attack costs an action and a KI point and forces the goal of the attack to make a constitutional throw against the monk's spell Save DC. If they fail to save the throw, they become intoxicated and the monk gets the “party's” life “. Drunk creatures have a disadvantage with the control of skill and charisma, while the party's life raises the monk's AC by 1 and adds its wisdom modifier as a bonus to their attack rolls towards drunk goals.

Bg3_dronken master build 3

At sixth level, The drunken master gets the ability to jump to your feet, which reduces the movement that is spent on standing up from prone to 1.5 m/5ft. This is also the level where they get redirecting attack, which allows them to spend a KI point when a melee attack misses them to immediately make an unarmed strike against their attacker. At level eight, We take another improvement in the ability and take our dexterity from 18 to 20.

Ninth level is when we get sober realization, an extremely useful unarmed strike that handles another 2D6+WIS mental injuries and sobs the goal. It cannot be used unless the goal is intoxicated and using it will remove the party's life, but the extra damage makes it very useful to end enemies. Eleventh level Is the last time we get a underclass function, this time in the form of Drunkard's turn. This ability allows you to deny the disadvantage of an attack roll, save throw or ability control, in exchange for 2 kI points. You can use Drunkard's happiness once per round.

Equipment

Sparkle hands from bg3

In the early game, we will take advantage of the Spark Truck setting to generate lightning downloads and Corellon's grace to buff our unarmed strikes. Start by grabbing Watersparkers and the glittering hands, complete Mol's Quest in the Druid -Lunden to get the protective ring and make it a priority to reach the magician tower in the underdark to retrieve the Sparkswall ring as soon as possible.

You can pick up Lifebringer as an early game when you're down there. The Moondrop AMULET from OWLBEAR NEST is also helpful early, which gives you another way to free up in low health if you would rather not use intoxicated technology in that situation. When you visit Grymforge in Team 1, be sure to pick up Protecty Sparkswall for better defense and make sure to grab the sensitive amulet to replace the Moondrop amulet. As an alternative to Protecty Sparkswall, you can buy the graceful cloth from Lady Esther on the monastery track to increase your skill early, which would achieve the same effect.

Error of Helldus gloves from BG3

After entering team 2, We can get some other useful tools. The protective mantle is excellent for further strengthening your defenses, and the erroneous Helldusk -gloves will increase your unarmed damage while applying bleeding. You can also replace Watersparkers for the Acrobat shoes and Lifebringer for the hat on unhibited kushigo (because the drunken master's abilities use your spell except DC).

The best equipment for this building is in team 3, Starts with the boots from unabited Kushigo, which allows us to add our wisdom modifier to our unarmed strike damage. This act is also where we can pick up Mask of Soul Perception as our last headgear, and either The Vest of Soul Remvenation or the drunken canvas as our playoffs (the former is better overall, but the latter is more thematically appropriate). We can also grab the Helldusk gloves as our playoffs, or as a temporary alternative until we can beat a certain dangerous manager and replace them with gloves of souls that capture instead. Taking the time to get gloves of soul -charging is well worth it for the +2 bonus to constitution and reliable access to free healing.

BG3_amulet by the drunk

We should make sure to take hold of the drinking amulet to extend our intoxicated condition and get healing every turn from being intoxicated, and either the coat of displacement or mantle of the Holy Warrior to replace our protective layer. The former will introduce disadvantage with enemies trying to attack you until the first time you meet every tour, while the latter allows you to perform your attacks (and those of your allies) with brilliant injury once per short rest (the former is better defensive, the latter is better offensive, so choose based on your current needs).

While Corellon's grace remains good staff throughout the game, you may prefer that the ditch staff completely so that you can make unarmed strikes with your action as well as your bonus action. You can also use the RAM staff to strike back enemies and stun them instead. Finally, change the Sparkswall ring for Ring of Blink, which is a useful tool for repositioning and avoiding injuries if you end up overwhelmed, or after death do us part, for a free resuscitation at death at the expense of shadow possession. A third alternative would be the regeneration ring to stack even more self -heating power in this building.

Playstyle

BG3_Dronken Master Monk

This building, once it has full strength, manifests itself in being the center of attention in the battle. Wadding in the thick of it and using its high AC and excellent offensive power to keep the enemy's attention while they make sure they are thoroughly intoxicated. By using Drunkard's technology and sober realization, they can easily change and end weakened enemies with an blast of mental injury. With their endgame tool focused on regeneration and defense, they can easily stay in the front lines and force enemies to go through them to reach their allies, especially if you have access to a decent chokepoint or can create one with allied magic formulas.

Early on you will be a little squishier, but you will be able to eject a good amount of damage with lightning reduction that we recommend, as long as you bring another front line fighter, you will have a good time. You start beating your step defensively when you reach the sixth level.

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