Baldur’s Gate 3 has welcomed the Drunken Master Monk subclass with Patch 8, adding a playful and tactical option for your next campaign. If you enjoy drunkenly maneuvering through fights while delivering rapid punches, this build guide will help you craft a character that fits the bill.
Best Character Creation Selection For Drunken Master Monk
Monks are not about brute strength or charming conversations like bards. Instead, your main attributes should be Dexterity and Wisdom, which boost your damage and armor class. Focusing on these will get you the most out of your Drunken Master Monk.
Best Races
Choosing the right race can complement your Drunken Master Monk. I recommend Githyanki as the top choice because of their race features, especially Githyanki Psionics like Misty Step which helps with map traversal, and Mage Hand for utility.
The Wood Elf is another solid pick. While it doesn’t offer enormous bonuses, the increased movement speed helps in combat positioning. Plus, additional weapon proficiencies can come in handy.
Best Backgrounds/Skills
When picking skills, lean into Dexterity and Wisdom. Acrobatics and Stealth are excellent starting skills. Others worth considering are Religion, Insight, and Perception. For background, Acolyte works well if you want Religion and Insight, while Urchin offers Sleight of Hand and Stealth. Choose what fits your style best, though.
Ability Score Selection
Dexterity and Wisdom are the main stats again here. I suggest raising both to 16. Constitution at 14 helps since you’ll be in the thick of combat. Strength and Intelligence can be lower since they’re less important for this build. Charisma can sit around 12 if you want some social flexibility.
Ability | Score |
---|---|
Strength | 8 |
Dexterity | 16 |
Constitution | 14 |
Intelligence | 8 |
Wisdom | 16 |
Charisma | 12 |
Drunken Master Monk Abilities
The subclass offers several distinct abilities that shape your combat style. Here’s a breakdown:
Ability | Level | Description |
---|---|---|
Cheeky Tipple | 3 | Immune to negative drunk effects; once per day regain half Ki Points on drinking alcohol. |
Drunken Performance | 3 | Gain proficiency in Performance. |
Drunken Technique | 3 | Punch twice quickly, gain extra movement and disengage benefits. |
Intoxicating Strike | 4 | Hit with bare fists to potentially get creatures drunk. |
Leap to Your Feet | 6 | Stand from prone using only 1.5m movement. |
Redirect Attack | 6 | Spend 1 Ki point to redirect a missed melee attack to another target. |
Life of the Party | 7 | Stacks bonuses to Armor Class and attack rolls against drunk targets. |
Sobering Realization | 9 | Deal bonus psychic damage to sober a drunk target; lose Life of the Party on hit. |
Drunkard’s Luck | 11 | Spend 2 Ki points to negate disadvantage on rolls. |
Try to use the drunken technique early in fights to move quickly and hit multiple foes. Intoxicating Strike helps set up stacks of Life of the Party, boosting your offense and defense. It’s a neat combo that rewards keeping foes off balance.
Best Equipment For Drunken Master Monks
Monks fight best unarmed here, so skip weapons. Some standout gear to look for:
Equipment | Slot | Description |
---|---|---|
Boots of the Uninhibited Kushigo | Feet | Deal extra damage equal to Wisdom modifier on unarmed strikes. |
Gloves of Cinder and Sizzle | Hands | Unarmed attacks add 1-4 fire damage; grants Scorching Ray spell. |
Gloves of Soul Catching | Hands | Unarmed attacks add 1-10 force damage; regain 10 HP or gain advantage after hit. |
Garb of the Land and Sky | Body | Patient Defence grants Blade Ward; Step of the Wind grants attack advantage and extra force damage. |
Cloak of Displacement | Back | Enemies have disadvantage on attacks targeting wearer until damaged. |
Surgeon’s Subjugation Amulet | Neck | Once per long rest, very important hit can paralyze a humanoid for 2 turns. |
Risky Ring | Ring | Gain advantage on attack rolls but disadvantage on saving throws. |
Ring of Blink | Ring | Grants the Blink spell. |
The Boots of the Uninhibited Kushigo, Gloves of Soul Catching, and Garb of the Land and Sky are excellent for boosting unarmed damage. You can swap the gloves for elemental damage types like the Gloves of Cinder and Sizzle if you prefer.
For defense and mobility, the Cloak of Displacement helps you avoid hits, and the Surgeon’s Subjugation Amulet is handy for controlling tough enemies with paralysis. Early game, you’ll want to find solid gear in chapter one, but by chapter two, your build really starts to come together.
Wow, who knew drunkenness could be so strategic? Have you tried the Drunken Master Monk yet? What’s your favorite way to throw punches (and maybe a few drinks) in Baldur’s Gate 3? Share your thoughts below.