Earth. Water. Fire. Air. These are the four pillars of the Way of the Four Elements monk, but inBaldur’s Gate 3, there’s no earth because those spells don’t appear in the tabletop game until level 17—five levels later than Baldur’s Gate 3 allows at the time of this writing.

However, even though you’re completely missing an element, the Way of the Four Elements monk still accomplishes the same goals as the tabletop version. You get strong ranged attacks for a normally melee-oriented class and you achieve unparalleled battlefield control. Read on to learn how to master these four (but actually three) elements.

Baldur’s Gate 3 image showing a monk surrounded by enemies.

5 plus Constitution modifier

Spellcasting Ability

Wisdom

Followers of the Way of the Four Elements channel their ki intoElemental Disciplinesthat mirror the spellcasting of other classes. Unfortunately, Way of the Four Elements monksget those spells many levels later than actual spellcasting classessuch as wizards, sorcerers, or warlocks, making these Elemental Disciplines less impressive overall.

Thankfully, the Way of the Four Elements monk hasseveral unique “spells"that are not only an efficient use of ki, but also offer auseful niche in battlefield manipulation.

a custom Wood Elf Monk from Baldur’s Gate 3

Monks can begin their journey on the Way of the Four Elements starting at level three. At this point, you maychoose three Elemental Disciplines from a limited list.Many of these abilities have direct analogs with sorcerer or wizard spells, such as Blade of Rime being Ice Knife, Fist of Four Thunders being Thunderwave, and Sphere of Elemental Balance being Chromatic Orb.

Unlike true spellcasters, however, you gain access to these spells several levels later than characters with spell slots. Additionally,you can’t up-cast these Disciplinesas true spellcasters, meaningthey lose efficacy as you level up.

Human monk wearing bloodguzzler garb in baldur’s gate 3.

Some of these Elemental Disciplines are just plain bad. Touch of the Storm is actually just Shocking Touch; a cantrip for other classes, but something that costs a Way of the Four Elements Monk a whole ki point to cast.

Instead of opting for those Disciplines with spellcasting analogs, this build will focus on abilities unique to the Way of the Four Elements monk, notably,Fist of Unbroken Air,Water Whip, andFangs of the Fire Snake. These Disciplines are not only efficient uses of ki points, but they also offer notable benefits to the monk class.

Cacophony, Gloves of Soul Catching, and Darkfire Shortbow, from Baldur’s Gate 3

All three Disciplines provide aranged attack, something the core monk lacks. Fangs of the Fire Snake provides a potent fire attack and an additional d4 to every unarmed strike, whileFist of Unbroken Air and Water Whip can push or pull enemiesto further increase your damage (or sometimes even eliminate enemies by pushing/pulling them off cliffs).

8(-1)

16(+3)

14(+2)

12(+1)

WisdomandDexterityare yourtwo most important statsin equal measure. Dexterity determines your ability to hit with your attacks, while Wisdom improves the spell save DC of your Elemental Disciplines. Both provide armor class thanks to Unarmored Defense.

Monks aren’t the most durable of classes. They can achieve surprisingly high armor class with a few notable items, but your hit points are on par with the likes of warlocks and bards.Constitution at 14provides a hit point buffer over the origin characters that you’ll be grateful for.

Charisma is at 12simply to help with the many conversation checks you’ll have throughout the game, which should be further enhanced with a background that provides either Deception or Persuasion.Strength and intelligence are both negativebecause they don’t provide anything beyond saving throws. You can get the skills associated with these ability scores from other characters.

There are remarkably few choices to make as a monk. You’ve got nothing to decide until level three when you embark on the Way of the Four Elements. Here, you’ll choose three Elemental Disciplines:Fangs of the Fire Snake,Fist of Unbroken Air, andWater Whip.

Fangs of the Fire Snakeis likely to be yourbread-and-butter Discipline. It provides a measurable bonus to every unarmed strike you make for the rest of the round, and it offers a ranged attack for when you’re able to’t quite make it into melee range.

Water WhipandFist of the Unbroken Airare essentially the same. They both provide a30-foot range, deal3d10 bludgeoning damageand cause your opponent to make asaving throw to avoid being moved. Fist of Unbroken Air pushes your opponent, while Water Whip pulls.

Use Water Whip and Fist of Unbroken Air strategically to maximize your party’s damage output.Push enemies over cliffs with Fist of Unbroken Air, orpull enemies to within rangeof your partywith Water Whip.

You’re never going to feel like you have enough ki points. Harmony of Fire and Water helps, but with Flurry of Blows and Fangs of the Fire Snake best used together, you’re going to run out of ki in almost every battle. Be sure to take frequent short rests.

At level four,increase your Dexterity to 18. This might seem counterintuitive for a “spellcasting” monk, but you’re still going to be making plenty of unarmed attacks in early levels, and Dexterity both boosts your damage and attack rating.

The next decision comes at level six, where you’re offered the monk equivalent of Scorching Ray, Shatter, or Hold Person.Pick Clench of the North Wind(Hold Person) as both Shatter and Scorching Ray can be acquired through equipment, and Hold Person can’t.

At level eight,boost your Wisdom to 18, and then at level 11, we have another three spells to choose from. Fireball at this level is woefully underpowered and Gaseous Form is situationally useful, but those situations have likely come and gone by now.Pick Ride the Wind for some easy traversal of certain areas.

Finally,boost your Dexterity to a maximum of 20 at level 12for that little bit of extra damage and attack rating.

Best Races For A Way Of The Four Elements Monk

Several races provide beneficial bonuses to a Way of the Four Elements monk. Below we have thepotential races ranked best to worst.

Elf

Woof Elf provides more of everything that a monk loves: extra movement, some crucial skill proficiencies, Darkvision, and sleep immunity.

Drow

Very close to being an elf, but instead of the extra movement, you get super Darkvision and some useful spells.

Gnome

Having advantage on every mental saving throw can be a huge boon for monks who can’t afford to be disabled in combat. It’s enough to make up for the movement speed penalty compared to other races.

Tiefling

Fire resistance and Darkvision are both good. Asmodeus and Mephistopheles tiefling provides some useful spells (Asmodeus might edge out Mephistopheles here), but Zariel Tiefling should be avoided as those spells require weapon attacks.

Half-Orc

Savage Attacks is less useful as it requires a melee weapon, but Intimidation proficiency, Darkvision, and Relentless Endurance are all good things to have.

Half-Elf

Half-elves give up Perception for armor proficiency. For a class that doesn’t use armor, it’s not a good trade.

Dwarf

Dwarves all provide poison resistance, which monks receive innately at level nine. Weapon and armor proficiencies aren’t very useful, leaving gold dwarf for extra hit points of duergar for Enlarge and Invisibility spells.

Dragonborn

An elemental resistance and a breath attack are fine, but you can do better.

Githyanki

All the weapon and armor proficiencies are wasted, leaving Astral Knowledge and Githyanki Psionics. Not bad, but not the best fit for the class.

Human

All those weapon and armor proficiencies don’t help much, leaving one skill and some extra carrying capacity.

Halfling

Brave is useless after you receive Calmness of Mind, and poison resistance becomes obsolete later too. That leaves lightfoot halfing for advantage on Stealth checks and Halfling Luck, but that’s not enough to offset losing five feet of movement.

Cloak

Haste Helm

Gain Momentum for three turns at the start of each combat.

Amulet

The Graceful Cloth

+2 Dexterity (up to a maximum of 20), +1 to Dexterity saving throws, increase jump distance by 1.5m/5ft, resistance to fall damage, and advantage on Dexterity checks.

Ring #1

Bracers of Defence

+2 AC so long as you’re not wearing armor or wielding a shield.

Main-Hand Ranged Weapon

Corellon’s Grace

1d8 bludgeoning, add +1 to unarmed attacks and damage rolls, gain +2 to saving throws while not wearing armor.

None

N/A

In the early game, focus onenhancing your mobility(because it hasn’t naturally enhanced itself as of yet) and improving yourdamageanddefense. Best of all, you can get most of this set up extremely early in Act 1.

Haste HelmandCrusher’s Ringboost your movement speed, whileBoots of Genial Stridingprevent difficult terrain from slowing you down.Amulet of Misty Stepis there to get you the last few feet to your target or to escape as needed.

Bracers of Defenseare the perfect way to boost your defense as you won’t be using armor or a shield.Corellon’s Graceadds some extra damage to your unarmed strikes and also +2 to every saving throw.

There aren’t many good armor (or rather, non-armor) options in the early game.Bloodguzzler Garbcan be obtained from the Underdark, but the best option isThe Graceful Cloth, which can be obtained from Lady Esther on the Rosymorn Monastery Trail. It provides a Dexterity boost and several Dex-based bonuses, and since this build is extremely hungry for stats, it willlikely be your best armor option for most of the game.

Ring of Color Sprayis a nice way to blind opponents, but you canhonestly replace it with your preferred ring.

Mask of Soul Perception

+2 to attack, initiative, and Perception rolls. Cast Detect Thoughts as a level two spell once per short rest.

Vest of Soul Rejuvenation

+2 AC, whenever the wearer succeeds on a spell saving throw, gain 1d4 hit points. Use reaction to make an unarmed strike against any attacker that misses.

Sentient Amulet

Cast Shatter at third level once per long rest. Restore an amount of ki points equal to your martial arts die once ver long rest.

Gloves of Soul Catching

Add 1d10 force damage to unarmed attacks. Once per turn after hitting with an unarmed attack, regain 10 hit points or gain advantage on attack and saving throws until end of turn. +2 Constitution (max 20).

+1 to AC and saving throws.

Cacophany

1d8 bludgeoning + 1d4 thunder damage. Thunderous Smite cast at level one once per short rest.

Darkfire Shortbow

1d6 + 2 piercing damage. Resistance to fire and cold damage. Cast Haste at level 3 once per long rest.

As you gain monk levels, you’ll gain additional movement speed to the point where you can start replacing gear that enhances your movement withgear that enhances damage and defense.

Gloves of Soul Catchingadds 1d10 force damage to every unarmed strike, whileBoots of Uninhibited Kushigoadds your Wisdom modifier on top of your Dexterity modifier to unarmed strikes.Cacophanyadds a d4 to your main-hand attack.Mask of Soul Perceptionadds two to your attack and initiative, which can really help get combat off on the right foot.

On the defensive side,Cloak of Displacementmakes you harder to hit, whileVest of Soul Rejuvenation,Gloves of Soul Catching, andRing of Regenerationadd AC and hit point regeneration during combat.Ring of Protectionadds one to AC and saving throws.

Sentient Amuletwill help you recoup those ki points. you’re able to actually get a lesser version of this amulet in Act 1, but don’t use the in-built Shatter spell unless you want to risk falling into fits of laughter.

Darkfire Shortbowreally isn’t for dealing ranged damage; it’s just there for fire and cold resistance and to self-cast Haste if you don’t have a spellcaster who can do it for you.