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Baldur's Gate 3: Pure Level 12 Way of the Open Hand Monk Build GuideIntroducing a Way of the Four Elements Monk build in Baldur's Gate 3 that wields elemental powers like Goku or Aang. While this build might be weaker than other Monk subclasses, it offers a wide range of choices in combat, making it incredibly fun. Master everything from stat distribution to core abilities, equipment, and combat strategies to experience powerful elemental forces.
1. ✨ Build Overview & Stat Distribution
· This pure Level 12 Way of the Four Elements Monk build utilizes elemental powers like Goku or Aang.
· While it might be weaker compared to other Monk subclasses, it offers diverse choices in combat, making it fun.
· Stats like Strength, Dexterity, Constitution, and Wisdom are all important, making it multi-attribute dependent.
· As a solution, you can use Strength potions or the 'Club of Hill Giant Strength' obtained in Act 1 as an off-hand weapon to boost Strength to 19.
· High Dexterity is crucial for Armor Class (AC) and Initiative, so investing in Dexterity is recommended to act first in combat.
· For skill proficiencies, choose Insight and Acrobatics to prepare for shove attacks.
· While it might be weaker compared to other Monk subclasses, it offers diverse choices in combat, making it fun.
· Stats like Strength, Dexterity, Constitution, and Wisdom are all important, making it multi-attribute dependent.
· As a solution, you can use Strength potions or the 'Club of Hill Giant Strength' obtained in Act 1 as an off-hand weapon to boost Strength to 19.
· High Dexterity is crucial for Armor Class (AC) and Initiative, so investing in Dexterity is recommended to act first in combat.
· For skill proficiencies, choose Insight and Acrobatics to prepare for shove attacks.
00:00 - 01:15
1. ✨ Build Overview & Stat Distribution
· This pure Level 12 Way of the Four Elements Monk build utilizes elemental powers like Goku or Aang.
· While it might be weaker compared to other Monk subclasses, it offers diverse choices in combat, making it fun.
· Stats like Strength, Dexterity, Constitution, and Wisdom are all important, making it multi-attribute dependent.
· As a solution, you can use Strength potions or the 'Club of Hill Giant Strength' obtained in Act 1 as an off-hand weapon to boost Strength to 19.
· High Dexterity is crucial for Armor Class (AC) and Initiative, so investing in Dexterity is recommended to act first in combat.
· For skill proficiencies, choose Insight and Acrobatics to prepare for shove attacks.
· While it might be weaker compared to other Monk subclasses, it offers diverse choices in combat, making it fun.
· Stats like Strength, Dexterity, Constitution, and Wisdom are all important, making it multi-attribute dependent.
· As a solution, you can use Strength potions or the 'Club of Hill Giant Strength' obtained in Act 1 as an off-hand weapon to boost Strength to 19.
· High Dexterity is crucial for Armor Class (AC) and Initiative, so investing in Dexterity is recommended to act first in combat.
· For skill proficiencies, choose Insight and Acrobatics to prepare for shove attacks.
01:16 - 02:44
2. 🔥 Way of the Four Elements Core Abilities
· At Level 2, you gain bonus actions 'Step of the Wind' and 'Patient Defense'.
· When choosing the Way of the Four Elements subclass, you can deflect missiles with 'Deflect Missiles'.
· 'Harmony of Water and Fire' restores half your Ki Points out of combat.
· 'Create a Block of Ice' is a unique ability in the game, creating an ice block with 25 HP that you can climb, though its combat efficiency is low.
· 'Water Whip' can knock targets Prone.
· 'Fist of Unbroken Air' pushes targets away and costs 2 Ki Points.
· 'Fangs of the Fire Snake' uses an attack roll and allows for an additional attack, making it very powerful. It adds 1d4 Fire damage to your next attack.
· When choosing the Way of the Four Elements subclass, you can deflect missiles with 'Deflect Missiles'.
· 'Harmony of Water and Fire' restores half your Ki Points out of combat.
· 'Create a Block of Ice' is a unique ability in the game, creating an ice block with 25 HP that you can climb, though its combat efficiency is low.
· 'Water Whip' can knock targets Prone.
· 'Fist of Unbroken Air' pushes targets away and costs 2 Ki Points.
· 'Fangs of the Fire Snake' uses an attack roll and allows for an additional attack, making it very powerful. It adds 1d4 Fire damage to your next attack.
02:45 - 03:37
3. 💪 Core Feat Selection Guide
· At Level 4, you choose your first feat.
· 'Tavern Brawler' is one of the most powerful feats in the game, applying your Strength modifier twice to damage and attack rolls. To choose this feat, you'll need Strength potions or the 'Club of Hill Giant Strength'.
· 'Ability Score Improvement' can increase your Wisdom or Dexterity to improve spellcasting ability or attack rolls.
· 'Alert' grants +5 to Initiative, allowing you to always act first in combat.
· If choosing 'Tavern Brawler', you might consider taking points from Intelligence to set Constitution to 15, allowing you to gain +1 from the feat bonus.
· 'Tavern Brawler' is one of the most powerful feats in the game, applying your Strength modifier twice to damage and attack rolls. To choose this feat, you'll need Strength potions or the 'Club of Hill Giant Strength'.
· 'Ability Score Improvement' can increase your Wisdom or Dexterity to improve spellcasting ability or attack rolls.
· 'Alert' grants +5 to Initiative, allowing you to always act first in combat.
· If choosing 'Tavern Brawler', you might consider taking points from Intelligence to set Constitution to 15, allowing you to gain +1 from the feat bonus.
03:38 - 06:17
4. 🌀 Mid-Game Abilities & Elemental Spells
· At Level 5, you gain 'Extra Attack', experiencing a significant power spike.
· 'Stunning Strike' is a very important ability that can Stun targets, incapacitating them in combat. It's crucial to increase your spell save DC to improve its success rate.
· 'Ki-Empowered Strikes' allows you to overcome enemy resistances.
· From the expanded spell list, you can choose the following:
· At Level 7, you gain 'Stillness of Mind' to end the Charmed or Frightened conditions.
· 'Evasion' allows you to take half damage from spells requiring a Dexterity saving throw, and no damage on a successful save.
· At Level 9, 'Unarmed Movement' range increases by 6 meters.
· 'Improved Elemental Casting' adds an additional damage die to your elemental abilities.
· 'Clench of the North Wind' can affect 2 targets, and 'Embrace of the Inferno' fires 4 rays.
· Other spells like 'Rush of the Gale Spirits' or 'Chill Touch' are not very efficient.
· At Level 10, 'Purity of Body' grants immunity to poison.
· 'Stunning Strike' is a very important ability that can Stun targets, incapacitating them in combat. It's crucial to increase your spell save DC to improve its success rate.
· 'Ki-Empowered Strikes' allows you to overcome enemy resistances.
· From the expanded spell list, you can choose the following:
| Ability | Details |
|---|---|
| Embrace of the Inferno | · Costs 3 Ki Points · 2d6 Fire damage x3 (tooltip might be incorrect) |
| Clench of the North Wind | · Best option · Restrains target, causing critical hits · Can affect 2 targets at Level 9 |
· At Level 7, you gain 'Stillness of Mind' to end the Charmed or Frightened conditions.
· 'Evasion' allows you to take half damage from spells requiring a Dexterity saving throw, and no damage on a successful save.
· At Level 9, 'Unarmed Movement' range increases by 6 meters.
· 'Improved Elemental Casting' adds an additional damage die to your elemental abilities.
· 'Clench of the North Wind' can affect 2 targets, and 'Embrace of the Inferno' fires 4 rays.
· Other spells like 'Rush of the Gale Spirits' or 'Chill Touch' are not very efficient.
· At Level 10, 'Purity of Body' grants immunity to poison.
06:18 - 07:23
5. 🌟 Late-Game Abilities & Feats
· At Level 11, you gain additional Ki Points and can choose new elemental abilities.
· At Level 12, you choose your third feat.
· You can choose Ability Score Improvement for Dexterity or Wisdom, 'Tough' for additional HP, or 'Lucky' for 3 Luck Points. The 'Lucky' feat is very powerful and highly recommended.
| Ability | Details |
|---|---|
| Flames of the Phoenix | · Costs 4 Ki Points · A spellcaster gets this spell at Level 5, but a Monk gets it at Level 11 · Inefficient Ki Point cost |
| Ride the Wind | · Costs 4 Ki Points · Grants flight · Not very efficient |
| Fireball | · Selectable area-of-effect spell · Less efficient than a Monk's unarmed attacks |
· At Level 12, you choose your third feat.
· You can choose Ability Score Improvement for Dexterity or Wisdom, 'Tough' for additional HP, or 'Lucky' for 3 Luck Points. The 'Lucky' feat is very powerful and highly recommended.
07:24 - 09:16
6. 🛡️ Recommended Equipment Setup
· Armor (Clothing):
· Gloves:
· Boots:
· Cloak: Cloak of Protection (AC +1, Saving Throws +1)
· Helmet: Horns of the Berserker (+2 to attack rolls when attacking a damaged enemy, additional 2 Necrotic damage)
· Rings:
· Amulet:
· Bow (Utility):
| Category | Details |
|---|---|
| Late-Game | Vest of Soul Rejuvenation · Allows a counterattack when an attacker misses |
| Early-Game | Cat's Grace (Auntie Ethel) · Provides additional Dexterity Protective Sparks Wall · +1 AC with Lightning Charges when using a staff |
· Gloves:
| Category | Details |
|---|---|
| Late-Game | Gloves of Soul Catching · Forced damage, HP restoration, +2 Constitution · Best choice |
| Early-Game | Fire-based gloves · Provides Scorching Ray |
· Boots:
| Category | Details |
|---|---|
| Recommended | Boots of Uninhibited Kushigo · Additional damage equal to Wisdom modifier |
| Alternative | Disintegrating Night Walkers · Provides Misty Step Evasive Shoes · +1 AC |
· Cloak: Cloak of Protection (AC +1, Saving Throws +1)
· Helmet: Horns of the Berserker (+2 to attack rolls when attacking a damaged enemy, additional 2 Necrotic damage)
· Rings:
| Category | Details |
|---|---|
| Recommended | Shadow-Cloaked Ring · 1d4 additional damage on unarmed attacks against obscured or hidden targets Killer's Sweetheart · One free critical hit |
· Amulet:
| Category | Details |
|---|---|
| Recommended | Amulet of Greater Health · Constitution +23 |
| Alternative | Sentient Amulet · Ki restoration ability |
· Bow (Utility):
| Category | Details |
|---|---|
| Recommended | Hellrider Longbow · Initiative +3 (utility, not for attack) |
| Alternative | Darkfire Bow · Fire and Cold Resistance |
09:17 - 11:46
7. ⚔️ Combat Strategies & Tips
· At the start of combat, it's best to initiate attacks from range using 'Fangs of the Fire Snake'. This ability uses unarmed damage and allows for an additional attack.
· 'Fireball' is an area-of-effect option, but it's not as efficient as a Monk's unarmed attacks.
· 'Fist of Unbroken Air' consumes a full action, so it's not recommended for dealing damage.
· 'Flurry of Blows' is your most powerful damage option. It becomes even stronger when multiclassing with a Rogue Thief to gain additional bonus actions.
· 'Fangs of the Fire Snake' adds 1d4 Fire damage to your next attack, so you can use this to chain attacks.
· 'Create a Block of Ice' is a fun utility that can be used creatively, such as blocking doors or reaching high places.
· 'Fireball' is an area-of-effect option, but it's not as efficient as a Monk's unarmed attacks.
· 'Fist of Unbroken Air' consumes a full action, so it's not recommended for dealing damage.
· 'Flurry of Blows' is your most powerful damage option. It becomes even stronger when multiclassing with a Rogue Thief to gain additional bonus actions.
· 'Fangs of the Fire Snake' adds 1d4 Fire damage to your next attack, so you can use this to chain attacks.
· 'Create a Block of Ice' is a fun utility that can be used creatively, such as blocking doors or reaching high places.
