Monk
No armour, no weapon and very fast: it punches four times a turn and can stun even the toughest boss.
Game version: 4.1.1 (Patch 8) · Last updated: 3 August 2026
No armour, no weapon and very fast. But where do you spend Ki, and which way do you follow? It is all spelled out below, 1 to 12.
Quick summary
Monk — summary
Game version: 4.1.1 (Patch 8) · Last updated: 3 August 2026
- Hit die — d8
- Main ability — Dexterity and Wisdom together
- Saving throws — Strength, Dexterity
- Armour — None: wearing armour switches off all your features
- Weapons — Simple weapons plus shortswords, though your fists are the real weapon
- Resource — Ki, which refreshes on a short rest
- Feat levels — 4, 8, 12
- Ability scores — Strength 8, Dexterity 17, Constitution 14, Intelligence 8, Wisdom 16, Charisma 10
- Party role — In a party this class covers: Melee damage, Frontline.
Two ready-made builds
- Easy path: Open Hand — Punch Machine — One class. Run in and throw four punches. No armour, no weapon, no clutter.
- Strong path: Open Hand + Thief — The same punch machine plus the Thief's extra bonus action, which means two Flurries a turn. It mixes two classes.
Subclasses
- Way of the Open Hand — Unlocks at level 3. Adds a knockdown, a push or a defence break to each punch: the highest-damage way.
- Way of Shadow — Unlocks at level 3. Teleports from shadow to shadow and turns invisible, for playing like an assassin.
- Way of the Four Elements — Unlocks at level 3. Spends Ki on elemental spells, but the damage is low so it is not for beginners.
- Way of the Drunken Master — Unlocks at level 3. Staggers out of the way of attacks and weaves between enemies.
Recommended races
- Wood Elf — +2 Dexterity, +1 Wisdom and extra movement speed: tailor-made for a Monk.
- Githyanki — Free Misty Step, so an already fast Monk can reach anywhere on the battlefield.
- Halfling — The Lucky trait rescues the punches you would have missed.
Recommended backgrounds
- Urchin (Sleight of Hand, Stealth) — Sleight of Hand and Stealth come from Dexterity, the Monk's main ability, which directly serves an unarmoured, quiet playstyle.
- Folk Hero (Animal Handling, Survival) — Animal Handling and Survival run off Wisdom, which the Monk already keeps high for its armour class.
Companions who play this class
No story companion plays this class: if you want it in the party you have to play it yourself.
Resource rhythm
- Ki returns on a short rest, making the Monk the class that wants short rests most. Make resting between fights a habit.
- Do not fear spending Ki to zero: a short rest is cheap, while hoarded Ki is a punch you never threw.
In Honour Mode
- Unarmoured Defence comes from Dexterity plus Wisdom; unless you raise both you cannot hold the front line in Honour Mode.
- Stunning Strike depends on a saving throw and bosses save well; spend Ki on the adds around the boss rather than the boss itself.
Level by level: Open Hand — Punch Machine
- Level 1 — Skills: Acrobatics, Perception · Gain: Flurry of Blows Tip: Keep your hands empty: holding a weapon switches off Martial Arts.
- Level 2 — No choice · Gain: Step of the Wind Tip: Spend Ki to dash or disengage as a bonus action. The Monk's job is getting behind the line, and this is how you arrive there for free.
- Level 3 — Subclass: Way of the Open Hand · Gain: Open Hand Technique Tip: Attaches an extra effect to each Flurry of Blows hit: knock down, push, or block healing. Knocking a target prone hands the rest of the party advantage.
- Level 4 — Feat: Mobile · Gain: Mobile
- Mobile
- Level 5 — No choice · Gain: Stunning Strike Tip: This is the key to boss fights, so save your Ki for it.
- Level 6 — No choice · Gain: Ki-Empowered Strikes Tip: Your fists count as magical, so enemies resistant to physical damage now take full damage. Go back to the enemies that stonewalled you before this level.
- Level 7 — No choice · Gain: Evasion Tip: On area damage you take nothing on a successful save and half on a failure. You no longer need to fear standing in a Fireball.
- Level 8 — Ability Improvement: Dexterity +2 (17 → 19) · Gain: Ability Improvement
- Ability Improvement (Dexterity +2)
- Level 9 — No choice · Gain: Unarmoured Movement Tip: The speed bonus grows until you can run up walls and across water. This is where the Monk stops having trouble reaching ranged enemies.
- Level 10 — No choice · Gain: Purity of Body Tip: Immunity to poison and disease. In areas full of poisonous enemies the party can leave the front line to you.
- Level 11 — No choice · Gain: Manifestation of Body Tip: Adds extra elemental damage to your unarmed strikes: the final layer on the single-target damage Open Hand piles up.
- Level 12 — Ability Improvement: Wisdom +2 (16 → 18) · Gain: Ability Improvement
- Ability Improvement (Wisdom +2)
Level by level: Open Hand + Thief
- Level 1 — Skills: Acrobatics, Stealth · Gain: Flurry of Blows
- Level 2 — No choice · Gain: Step of the Wind Tip: Spend Ki to dash or disengage as a bonus action. The Monk's job is getting behind the line, and this is how you arrive there for free.
- Level 3 — Subclass: Way of the Open Hand · Gain: Open Hand Technique Tip: Attaches an extra effect to each Flurry of Blows hit: knock down, push, or block healing. Knocking a target prone hands the rest of the party advantage.
- Level 4 — Feat: Tavern Brawler · Gain: Tavern Brawler
- Tavern Brawler
- Level 5 — No choice · Gain: Stunning Strike Tip: A stunned enemy loses its turn and attacks against it gain advantage. Bosses save well, so spend it on the adds.
- Level 6 — No choice · Gain: Ki-Empowered Strikes Tip: Your fists count as magical, so enemies resistant to physical damage now take full damage. Go back to the enemies that stonewalled you before this level.
- Level 7 — No choice · Gain: Evasion Tip: On area damage you take nothing on a successful save and half on a failure. You no longer need to fear standing in a Fireball.
- Level 8 — Ability Improvement: Dexterity +2 (17 → 19) · Gain: Ability Improvement
- Ability Improvement (Dexterity +2)
- Level 9 — No choice: the Monk half ends here · Gain: Unarmoured Movement Tip: The speed bonus grows until you can run up walls and across water. This is where the Monk stops having trouble reaching ranged enemies.
- Level 10 — SWITCH CLASS NOW: choose Rogue · Gain: Sneak Attack
- Level 11 — No choice · Gain: Cunning Action Tip: Dash, disengage or hide as a bonus action. This is where Rogue damage comes from: hide every turn, then guarantee your Sneak Attack.
- Level 12 — Subclass: Thief · Gain: Fast Hands Tip: The whole build pays off at this level, so be patient until here.
Key equipment
- Gauntlets of Hill Giant Strength (Act 3) — In the Tavern Brawler build this sets Strength to 23 and your punches explode. Where: House of Hope, in the Archive — on a pedestal.
- Amulet of Greater Health (Act 3) — Raises Constitution to 23, covering the unarmoured Monk's biggest weakness. Where: House of Hope, in the Archive — on one of the pedestals.
- Hellrider's Pride (Act 1) — Makes staying alive at the front much easier. Where: The Secluded Chamber — from Zevlor (a quest reward, or take it by theft or by force).
- Helldusk Gloves (Act 3) — Adds fire damage to every punch. Where: Act 3, House of Hope — worn by Haarlep in the Boudoir.
Combat tips
- Save Stunning Strike for bosses and do not waste it on ordinary enemies.
- Never wear armour: the moment you do, both your defence and Flurry of Blows switch off.
- You are very fast, so reaching the enemy's back-line caster is your job.
- Ki returns on a short rest, so do not be shy about spending it at the end of a fight.
Common mistakes
- Do not equip a weapon: your fist hits harder than most and a weapon disables Martial Arts.
- Do not put points into Strength unless you take Tavern Brawler: Dexterity already drives your punches.
- Do not dive alone into the middle of the enemy: you are fast, but you are not tough.
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