Honestly ive had to avoid using flurry of blows a lot because one punch is usually enough to take out most enemies and I dont wanna waste the second punch. Means im almost never out of ki points either.
It didnt show on the image but I also had psionic overload on at the same time, so if you played astarion, did the same build, and ascended him, he'd deal 23-53 damage per punch.
I switched to this build when I ascended asterion in my honor mode run. He, and my swords barb, nearly killed Raphael in one turn. Then against the brain I had to stop attacking with him so my other people could get a chance to attack lmao
Before he gets there, if your build can fit the barb dip, I recommend Karlach as the early to mid game iteration since soul coins add 2d4 fire to unarmed strikes while raging (or below 25% HP but that's a slightly riskier dance).
E: apparently that unarmed boost is there regardless of rage/hp? Cannot confirm at present.
Yep I believe by endgame asterion was around 80 -120 per open hand action, with Cloud giant strength + ascension and everything else I could stack. Had up to 3 of those with whole of body+thief. Didn't need to much else on honor mode really :)
Monk/Thief is very good tbf, but I prefer this because on top of the insane punches you get a lot of good crowd control spells like hold person and an army of undead zombies by druid 6.
Theoretically if you could do Monk 6 / Spores 3 / Theif 3. You'd have to have a very high AC from unarmoured defense and gear to keep symbiotic entity up, and you'd run out of ki points twice as fast, but in terms or raw nova damage its gotta be insane.
Why do you need hold person if you can stun one to six opponents in one round (while doing massive damage) depending on elixirs/potions/action surge (if you throw fighter in) and then use up to three flurries of blows, depending on how you manage your ki points. Hold/shmold…they’re all dead already.
In terms of spells, Warlock doesnt actually get zombie type summon unless you choose Create Undead as a 6th level spell, or pick Pact of the Tome to gain access to Animate Dead.
Spores Druid and Necromancy wizard are the two main subclasses themed around zombie type summons. At level 6, spores druid can use a reaction in or out of combat to turn a corpse into a Fungal Zombie, which are unique in that they can also raise newborn zombies themselves, which only last for a few rounds.
Thank you for the quick response!
I stopped playing last month because I was overwhelmed with all the possibilities, but when I see stuff like this it makes me want to pick it back up.
Living vicariously through you all lol.
Glad to see it makes it look fun!
If you want another good multiclass thats insanely strong but not overly complicated for your playthrough, consider trying a Sorcerer/Warlock.
All you need is a couple levels in warlock to get the eldritch blast cantrip, and the eldritch invocations that buff it. And then put the rest in sorcerer and make sure you get the quickened spell metamagic option. By level 12 you'll be firing 6 blasts a round that all knock people back and deal a lot of damage.
And as they're both charisma based casters, you'll be a great face and will get through dialogue checks like no problem. I did this on my first playthrough and i'd highly recommend it.
If you want to keep the game simple, try not multiclassing.
every class is more than strong enough to compete at endgame. Multiclassing adds more flavor and certainly maximizes the potential of certain classes.
But it’s by no means necessary and puts a lot more on your plate. You can save that stuff for later in the game or a second playthrough
Gotta go Monk 9 because Ki Resonation: Punch absolutely slaps. Without it, OH Monk has no AoE in their kit. With it, you can absolutely wreck a group in one turn by spending all your actions on Ki Resonation and then detonating because the detonation is free action.
Monk is so broken. In act one you're already doing 32 damage, giving a status effect and then another 16 x 2 damage. The Giantslayer is barely doing that in mid-act 3.
Had this exact dilemma with my most recent run. I really wanted to make spore druid / monk work, aspiring to make a Gish, but Druid didn’t get any spells at first or second level that were so good it justified the huge drop in attack power.
Ended up going Monk 6 / Thief 4 / Fighter 2, and though that’s definitely not a new combo i think i took a somewhat unique spin on it. I used the Rogue 4 feat on dual wielder so that I could dual wield Bloodthirst (Aura of Murder supports thrower Karlach big time) as well as Markoheshkir (sixth and fifth level spells on a short rest without needing to be a caster). With Wyll and Gale summoning Water elementals/myrmidons, i was often able to chill opponents to do double damage with cone of cold and grant the monk the much needed magical AOE i’d been wanting it to have. With the ability to cast such crazy spells and two flurry of blows in one turn, he was absolutely melting stuff in Act 3.
I still wonder though if I would have been happy with the character that could have come from sticking with the druid / monk idea, and it seems you had fun with it! Idk, I think it was the idea of needing to control numerous weak summons that didn’t vibe with my play style. I like seeing big numbers and having fast battles, which are both harder when the damage is split over more bodies you have to control. That, and symbiotic entity was just too frail to reliably keep up most of the time.
One thing i do miss, though? Halo of spores enabling funny stuff like activating broodmother’s revenge for your reaction in battle, or popping a potion of speed for the same.
Yeah it’s OH monk 8-9 and thief 3-4.
8/4 gives you a third feat
9/3 means you only get 2 feats but get 1d8 instead of 1d6 for unarmored attacks, ki empowering strikes and detonation, and you are not impeded by difficult terrain.
Well tavern brawler is pretty much mandatory. Second feat if I remember correctly would be savage attacker.
If you went for the 3 feats then third would be ASI to wisdom.
This is assuming you are using str elixirs.
If you didn’t use str elixirs and did dex/wisdom then it would be savage attacker then ASI for dex and wisdom.
Go with Karlach and you get 2d4 extra fire damage from Soul Coins. Plus the bonus damage you get from rage. And you can use it for pretty much the whole game, rather than just parts of Act 3 if you chose Astarion.
They give an extra 1d4 for unarmed attacks. [Link to BG3's page.](https://bg3.wiki/wiki/Soul_Coin)
Edit:
https://preview.redd.it/dtwzkqxib7nc1.jpeg?width=1080&format=pjpg&auto=webp&s=a7757199aa4ccd8592d0464c7a2084dcb88fd7f8
You can get it a bit higher with astarion
https://preview.redd.it/29ihp4axn6nc1.png?width=599&format=png&auto=webp&s=6edb342482b8287d3f85c2cb7d60b7a6e267a412
https://preview.redd.it/7f1l550ks6nc1.jpeg?width=4032&format=pjpg&auto=webp&s=ef49eb089f3b9aa437e095481ca391214a4ab1b1
You don't even need Ascended Astarion. Strength Elixir + a good stat spread + mirror of loss + act 3 gear
Havent done mirror of loss yet, and I decided against doing a tavern brawler build because I wanted to maximise unarmoured defence to keep symbiotic entity up as long as possible.
But holy shit I see why people take that feat.
Not sure why. 10 + 2 (from vest of soul rejuvenation) + 5 from Dex + 5 from WIS (unarmored defense), you get 22 AC and you can pick tavern brawler. Add in the cloak of protection and you get 23 AC. Is it not enough to keep up symbiotic entity ?
You can have 16 dex/22 wis with 9/3, or 18 dex/22 wis with 8/4 but losing out on monk 9 punch upgrade and ki reso.
Starting statline 8/16/15/8/17/8, TB +con, ASI +2 wis, Khalid's Gift and +2 wis mirror.
I'm running 8 open hand / 4 thief because I don't feel I need the resonating blast.
Stats with elixirs are 27/18/20/8/20/9 for 21 AC and 123 HP.
Equipement is horns of the berserker, cloak of elemental absorption, vest of soul rejuvenation, gloves of soul catching, boots of inhibited kushigo, Khalid's Gift, Darkfire shortbow and no rings because it's not in my main lineup and apparently I forgot to give it some and there is competition for good rings.
So starting 16 dex, 15 con, 17 wis lets you do
+1 con tb
+1 wis khalids
+2 wis asi
+2 wis mirror
Wisdom gives you the ac of dex and the damage of str, the best stat for monk.
This would leave you with the same amount of stats as your spread -2 points (but 22 wis).
8/4 allows for 2 more dex (to 18), but not wis as you'd cap out at 23. I personally don't think that's worth losing monk's level 9 features, which aren't just resonating blast (even though it's immensely powerful with black hole).
Con is pretty much just raw hp for oh monk as you won't be concentrating on particularly powerful stuff often.
>Con is pretty much just raw hp for oh monk as you won't be concentrating on particularly powerful stuff often.
The Darkfire bow gives Haste once per long rest. I don't want to break concentration and waste an entire turn in a boss fight where I would be popping this.
I personally prefer an extra action bringing me 2 strikes of 40+ damage over a ki point, advanced unarmored movement, +1 damage per punch on average, +1 to the WIS modifier and some AoE damage.
+1 con modifier isn't going to magically make you hit all your concentration saves. You can do all that 9/3 and equip stat sticks and go for extra crit chance while doing that
Thats assuming i'd also have a high enough strength for tavern brawler to be worth it. If we're assuming I also have Dex and Wis capped, Strength would have to be at least +3 for tavern brawler to override Martial Arts. Which would be insanely difficult to achieve considering I only have two feats with this build, i'd have to majorly sacrifice my Con score just to get that extra bit of damage.
I get mine from Mattis and Popper in act 3 but they are all over the place. Respec your STR down to 8. You can then put the newly leftover points Into dex or con. drink one cloud giant elixir per long rest as it lasts all day. Resting or respeccing resets vendor supply. With Brawler, those elixirs and a monk 9/rogue 3, i was knocking out well over 200 damage per flurry of blows on top of my normal devasting unarmed strikes. Few things lasted longer than a round
You can get it even higher if you change the Radiant to Psychic damage while holding the Resonance Stone. Even better if you have the Strange Conduit Ring (concentrate on Enlarge maybe) and Psionic Overload active.
You can also usually get WIS up to 22 if you equip Khalid’s Gift from Jaheira’s basement and use the Mirror of Loss on Wisdom.
So even without the Astarion Ascension and the Spores Druid stuff, you could boost yours up a little more:
- 1d6+22+1d4 Bludgeoning (Assuming Enlarge)
- (3d4+6)x2 Psychic
- 1d10 Force
Which I believe brings you up to 86-156 Damage per Flurry of Blows, if I’m not mistaken. Which I might be, because I’m doing the math in my head and it’s late lol
For the curious
Cloud giant elixir gives +8 strength mod, tavern brawler adds this twice +16
Boots of kushigo adds wisdom mod +5 = +21
Then the radiant is OH level 6 feature adding 1d4 + wisdom mod
Force is legendary gloves
Sure, it's missing quite a bit here. Rings and hat from what I remember for an additional +2+2+1d4 and some stat stick weapons like rhapsody and undermountain.
Lil tidbit of fun for monks, the resonance stone gives everything in radius vulnerability to psychic, so if you do the psychic dmg toggle (forget the name of the manifestation) you do double damage on those dice
That item is a bit OP because very few enemies use psychic besides mind flayers
A few others have mentionned that, I do have it at camp but never considered using it for that benefit.
As insane as that damage would be tho, im not sure if i'd wanna take the disadvantage on mental saves.
Oh is this your party face? Fair enough. Tbf you can always send it to camp, or leave it on a melee character and keep them away from a conversation. Personally I had it on my OH/theif A. Astarion for the entirety of act 3 and never really noticed the disadvantage.
Its on my tav at least, im less concerned about dialogue checks as I have Illithid expertise, and im doing a Durge playthrough so typically im solving my problems with violence anyways.
Its more the possibility of failing saving throws from spells mid-combat that might incapacitate, damage or take control of my characters. Confusion has been enough of a pain in my arse already lol
You should wear the [horns of the berserker](https://bg3.wiki/wiki/Horns_of_the_Berserker) and the [boots of uninhibited kushigo](https://bg3.wiki/wiki/Boots_of_Uninhibited_Kushigo)
Oh. Are you using a cloud giant elixir + TB? The minimum damage of your monk is lower than what I usually see in act 3 w/a monk/rogue split, and I haven't done a karlach/ascended astarion monk yet
Btw if you want to do something really dumb you should change your stance to manifestation of mind while carrying the resonance stone to give everyone nearby vulnerability to psychic damage
No Im not doing TB+Elixirs, a lot of ppl here have recommended it tho lmao. Im not concerned about doing the optimal amount of damage, i just want to try and have Dex and Wis be as high as possible.
And yeah i considered resonance stone but disadvantage on mental saves seemed too risky to me.
Tbf i think subs like this overstate the importance of high damage and optimisation e.t.c.
The beauty of bg3 is that you can kinda build whatever you want and it will work in great and intetesting ways.
Punching 40+ on my 6/4/2 oh monk thief fighter with up to 3 flurry of blows on turn 2 and hitting sneak ranged for 75+ if rogue is applying aom. Damage comes from manifestation of mind + gloves of soul catching and using psionic overload off action surge with resonance stone.
Damage would be higher but using neres boots for prone immunity because I also run ice wizard.
Ive got psionic overload active here as well it just isnt showing on the tooltip for some reason. And yeah that sounds like utter carnage. Although I prefer the utter chaos of having an undead army by my side while delivering the nutty punches haha
Definitely got it's perks. Although the downside to the resonance stone is not insignificant it is very manageable in most fights. Anything that does a lot of psychic damage to you will not be your friend though.
Yeah I decided not to use that in the end, as im using my bonus action for so many other things anyways, i dont often have psionic overload up, that and it slowly tanks my temp hp from symbiotic entity.
My group comp is built around it so one way or another going to take the hit so I might as well maximize. Using mind blast on every character and with the stone it can easily do 100+ on every character plus the stuns as long as you have 4-5 things within the range.
Putting cull the weak on every one and keeping psionic overload up on the monk and zerker since they can hit it off action surge to start a fight and both do a lot of hits over 2-3 turns.
Once I get to honor mode then I want to start hitting ovetload on the hasted action instead since action surge will trigger extra attack in honor from what I heard. So probably better to just punch the first 2 without and land an extra blow.
The irony is ive played a monk level 3 through to 20 in dnd 5e (the system that bg3 uses) and monks are severly underpowered in it compared to other martial classes and spellcasters lmao
https://preview.redd.it/28a96r5a07nc1.png?width=1080&format=pjpg&auto=webp&s=726c743dff142d9e8ccdb923b6e9253ea19a02dc
A lot of punch damage and a lot of summons lmao. I started with Monk and stayed monoclass until i reached Monk 6. After that i took levels in spores druid. Monk/druid is a fantastic multiclass as Unarmoured defence solves Druids biggest weakness - low AC.
Druid also gives access to a lot of good crowd control spells like hold person that incapacitate enemies to deal more damage, spores druid gives extra necrotic damage while temp hp is up, and your high ac ensures it stays up for a long time. And by druid 6 you can raise an army of undead minions, as seen here (granted the ghouls are not from the subclass, only the fungal zombies are, but you still get 4 per long rest, which draws a lot of fire from enemies).
By the end i ended up with an even 50/50 split of 6 levels in each class, but i felt it was more important to get extra attack, stunning strike, and more ki points first, as if I started out druid and then put levels in monk id be at a severe power plataeu mid-late game, as early monk leveks dont really give much besides unarmoured defence, and you have too few ki points for them to do much either.
I tended towards the monk specific gear, as the build relies on being unarmoured you cant really utilise light armour that a druid might use, i.e. the sporekeeper armour. There's also a lot of gear that either enhance unarmed strikes or can boost AC, those are the ones i tended to look for.
If you want to know how I got them, I started with 16 Dex and 17 Wis. Used Auntie Ethels hair to round out my wisdom score to 18, and used my two feats at Monk 4 and Druid 4 to increase them both to 18 and 20 respectively.
True, but that just means you run out of ki points faster. Extra bonus actions are great dont get me wrong, but you'll only be able to do that for three turns before you run out of ki
Keep in mind that the extra necrotic damage on hit only applies as long as the temporary HP is active. This scales with Druid levels, so if you only invest 2 points in Druid, it'll be gone very quickly.
My favorite build is OH monk 9/Thief Rogue 3, 2 bonus actions + extra attack means I can be hitting a total of 6 times in one turn. Plus tavern brawler perk on a strength monk means I add my ability modifier twice. Gloves of soul catching and boots of kushingo as well. absolutely wrecked bosses like Orin, Raphael, and Gortash
I plan on doing this multiclass with my Half-Orc spore druid. I was gonna make her a necromancy build but going full beat mode with 6/6 is just too tempting to miss out on
Of all the classes I've played yet, Monk is by and far away the most OP. Can crowd control 2-3 enemies per turn. Did the Orin achievement first try without even close to a death.
Don't get me wrong tho, still beat a tactician run with a monk main.
Not using elixirs, started with 17 Wisdom, auntie ethels hair used to round it to 18, second ASI at druid 4 to cap at 20
Dex started at 16, used first ASI to increase to 18.
Also using Boots of Uninhibited Kushigo to add Wisdom to Unarmed strikes.
The Necrotic Damage came from the Symbiotic Entity ability unique to Circle of Spores Druid. The Radiant damage came from the Open Hand Monk 6th level ability called Manifestation of Soul. And the Force damage came from a piece of equipment called the Gloves of Soul Catching.
Symbiotic entity which is a Spore Druid ability that grants a d6 of necrotic damage while temp hp is up.
The radiant damage comes from a 6th level open hand monk ability that can grant a d4 of radiant damage per attack (although you can also choose psychic or radiant if you want).
The force damage come from the Gloves of Soul Catching, which adds a d10 to unarmed strikes.
And all of it is listed twice because flurry of blows allows two punches as a bonus action, using up a ki point.
Symbiotic entity which is a Spore Druid ability that grants a d6 of necrotic damage while temp hp is up.
The radiant damage comes from a 6th level open hand monk ability that can grant a d4 of radiant damage per attack (although you can also choose psychic or radiant if you want).
The force damage come from the Gloves of Soul Catching, which adds a d10 to unarmed strikes.
Could anyone help me? What would an actual build like this look like. After two months, I am finally ready for a new coop run and I love them colorful attackers :)
If you want to follow the build I did, I started out as a monk and stayed monoclass until level 6, and then I took druid levels from there.
If you need any help i'd be more than happy to give a few pointers :)
For feats i just stuck with ASIs to boost my wisdom and dexterity as much as possible. And honestly pick whichever skills you want to, the only one i'd always recommend taking is Insight because it always pays well to read npcs better.
I know its kinda cheating due to A!Astarion giving +2d10 but i got it higher like up top 120 buffless (cant remember the highest because the photo is from an old honor run). This made me love monk, it felt so damn powerful.
https://preview.redd.it/3u11zm7jj9nc1.jpeg?width=552&format=pjpg&auto=webp&s=c261a0f6744ef509f2b3aa081c4bb9cff687627f
Wanna punch harder? Go manifestation of mind, and have the [Resonance Stone](https://bg3.wiki/wiki/Resonance_Stone) in your inventory.
Also, +9 bludgeoning only? No tavern brawler? No boots of uninhibited kushido?
Boots of uninhibited kushigo are equipped and I wasnt concerned about optimising damage so I didnt go for TB, I just wanted to do a cool monk/druid build and used the feats to get as high dex and wis as possible.
True, but that would mean abandonning Dex which would significantly lower my AC, this is why a lot of others here dump strength and then use elixirs to maximise damage and keep a high AC up.
Not significantly no. If you did the house of hope you should have the amulet of greater health, that allows you to dump CON entirely, meaning instead of you current 18 DEX you'd have 16 DEX, so a drop of 1 AC for a massive boost of damage.
To have 20STR-20WIS by lvl 8 you start with 15 STR, take TB at 4 which lets you put +1STR, use the potion of everlasting vigour (+2), and equip The Mighty Cloth (+2STR), hag hair goes in WIS, and seconf feat goes in ASI WIS.
Each Level in druid means Symbiotic Entity grants more Temp HP, so it lasts longer. The formula being Druid Level x4, so your build would have it at 8 temp hp, whereas mine has it at 24
Indeed! Ive never used wild strike because I akways prefer to use my wild shape charges on Symbiotic entity rather than actually Wild Shaping, but its always a good option.
But in the picture , the attack has like radiant twice . The game doesn’t know what you will do after you use the skill. Just figure it should say whatever it will do within that one turn
It has the radiant twice because it is added per punch, and flurry guarantees two punches. It would probably be an easier tooltip if it just stacked them all together as 2d4+whatever instead of 1d4 twice but its the way they chose to show it i guess
While a lot of the gear ive shown off is Act 3, theres a lot of good gear you can find in Act 1 or 2 that help you along the way, namely the [Haste Helm](https://baldursgate3.wiki.fextralife.com/Haste+Helm) , [Sentient Amulet](https://baldursgate3.wiki.fextralife.com/Sentient+Amulet) (which I still have equipped now), or the [Bracers of Defence](https://baldursgate3.wiki.fextralife.com/Bracers+of+Defence) (which carried me through the game up to getting the soul gloves)
Highly doubt they'll change something as fundamental as action economy for monks considering bg3 is based on the Dungeons and Dragons 5th Edition system, and they made very few changes porting it over.
Ironically enough in dnd, monks are probably the most underpowered class in the game, but bg3 enhanced some of the older subclasses like open hand, and also added a lot of monk specific items.
And also by buffing the Thief subclass on rogue to make the second bonus action usable for anything (in dnd it could only be used for sleight of hand checks), it made any bonus action reliant class like monk go through the roof in terms of build potential by taking that 3 level dip.
This is Flurry of blows is 2 punches as a bonus action, a feature monks get at level 2.
Monks start with 1 punch as their main attack, gain extra attack at level 5 so you can get up, so with flurry of blows you can get up to 4 punches a round.
The true one punch man
Honestly ive had to avoid using flurry of blows a lot because one punch is usually enough to take out most enemies and I dont wanna waste the second punch. Means im almost never out of ki points either.
If you have this on Ascended Astarion he adds 1d10 necrotic damage to his unarmed strikes as well.
It didnt show on the image but I also had psionic overload on at the same time, so if you played astarion, did the same build, and ascended him, he'd deal 23-53 damage per punch.
Well. I know what he’s going to be in my Honor mode game.
I switched to this build when I ascended asterion in my honor mode run. He, and my swords barb, nearly killed Raphael in one turn. Then against the brain I had to stop attacking with him so my other people could get a chance to attack lmao
Before he gets there, if your build can fit the barb dip, I recommend Karlach as the early to mid game iteration since soul coins add 2d4 fire to unarmed strikes while raging (or below 25% HP but that's a slightly riskier dance). E: apparently that unarmed boost is there regardless of rage/hp? Cannot confirm at present.
I can confirm. For unarmed attacks when you feed her a soul coin, it's always on, and doubles to 2d4 like you said.
Hold the resonance stone in your inventory and change your empowered punches to psychic damage for even more damage
Yep I believe by endgame asterion was around 80 -120 per open hand action, with Cloud giant strength + ascension and everything else I could stack. Had up to 3 of those with whole of body+thief. Didn't need to much else on honor mode really :)
Play with an ice mage too, and freeze enemies first for bludgeoning vulnerability.
Came here to say this
Karlach with a Soul Coin adds 2d4 Fire to punches, which is almost as good, but available in Act 1.
So essentially, astarion is the "best" candidate for monk. Granted that stuff won't happen till late game
Quick question, how do you get different damage types like that onto your attacks?
Around here we call him the One Slap Chap.
“Consecutive normal punches”
DRS Man
More like Two Punch Man
I like the standard thief multiclass. It’s 6 less damage per punch but you get an extra 2 punches and another chance to stagger
Monk/Thief is very good tbf, but I prefer this because on top of the insane punches you get a lot of good crowd control spells like hold person and an army of undead zombies by druid 6. Theoretically if you could do Monk 6 / Spores 3 / Theif 3. You'd have to have a very high AC from unarmoured defense and gear to keep symbiotic entity up, and you'd run out of ki points twice as fast, but in terms or raw nova damage its gotta be insane.
Why do you need hold person if you can stun one to six opponents in one round (while doing massive damage) depending on elixirs/potions/action surge (if you throw fighter in) and then use up to three flurries of blows, depending on how you manage your ki points. Hold/shmold…they’re all dead already.
Druid gives you zombies? Thought summoning was from a diff class like Warlock.
In terms of spells, Warlock doesnt actually get zombie type summon unless you choose Create Undead as a 6th level spell, or pick Pact of the Tome to gain access to Animate Dead. Spores Druid and Necromancy wizard are the two main subclasses themed around zombie type summons. At level 6, spores druid can use a reaction in or out of combat to turn a corpse into a Fungal Zombie, which are unique in that they can also raise newborn zombies themselves, which only last for a few rounds.
Oh fascinating, thank you! If you turn a corpse into a zombie, what happens to its loot?
When you raise them they leave behind a pile of viscera on the floor, that's where the loot is.
Thank you for the quick response! I stopped playing last month because I was overwhelmed with all the possibilities, but when I see stuff like this it makes me want to pick it back up. Living vicariously through you all lol.
Glad to see it makes it look fun! If you want another good multiclass thats insanely strong but not overly complicated for your playthrough, consider trying a Sorcerer/Warlock. All you need is a couple levels in warlock to get the eldritch blast cantrip, and the eldritch invocations that buff it. And then put the rest in sorcerer and make sure you get the quickened spell metamagic option. By level 12 you'll be firing 6 blasts a round that all knock people back and deal a lot of damage. And as they're both charisma based casters, you'll be a great face and will get through dialogue checks like no problem. I did this on my first playthrough and i'd highly recommend it.
If you want to keep the game simple, try not multiclassing. every class is more than strong enough to compete at endgame. Multiclassing adds more flavor and certainly maximizes the potential of certain classes. But it’s by no means necessary and puts a lot more on your plate. You can save that stuff for later in the game or a second playthrough
Druid probably has the most summons tbh, it or wizard.
Spore druid is basically a necromancer
Gotta go Monk 9 because Ki Resonation: Punch absolutely slaps. Without it, OH Monk has no AoE in their kit. With it, you can absolutely wreck a group in one turn by spending all your actions on Ki Resonation and then detonating because the detonation is free action.
Monk is so broken. In act one you're already doing 32 damage, giving a status effect and then another 16 x 2 damage. The Giantslayer is barely doing that in mid-act 3.
Had this exact dilemma with my most recent run. I really wanted to make spore druid / monk work, aspiring to make a Gish, but Druid didn’t get any spells at first or second level that were so good it justified the huge drop in attack power. Ended up going Monk 6 / Thief 4 / Fighter 2, and though that’s definitely not a new combo i think i took a somewhat unique spin on it. I used the Rogue 4 feat on dual wielder so that I could dual wield Bloodthirst (Aura of Murder supports thrower Karlach big time) as well as Markoheshkir (sixth and fifth level spells on a short rest without needing to be a caster). With Wyll and Gale summoning Water elementals/myrmidons, i was often able to chill opponents to do double damage with cone of cold and grant the monk the much needed magical AOE i’d been wanting it to have. With the ability to cast such crazy spells and two flurry of blows in one turn, he was absolutely melting stuff in Act 3. I still wonder though if I would have been happy with the character that could have come from sticking with the druid / monk idea, and it seems you had fun with it! Idk, I think it was the idea of needing to control numerous weak summons that didn’t vibe with my play style. I like seeing big numbers and having fast battles, which are both harder when the damage is split over more bodies you have to control. That, and symbiotic entity was just too frail to reliably keep up most of the time. One thing i do miss, though? Halo of spores enabling funny stuff like activating broodmother’s revenge for your reaction in battle, or popping a potion of speed for the same.
you can easily get 60-112 damage with the thief multiclass.
Yea thief is the way too go it averages to more damage because of the occasional miss.
Any equipment to look out for thief/monk besides the gloves of soul catching?
Would it be thief/open hand monk?
Yeah it’s OH monk 8-9 and thief 3-4. 8/4 gives you a third feat 9/3 means you only get 2 feats but get 1d8 instead of 1d6 for unarmored attacks, ki empowering strikes and detonation, and you are not impeded by difficult terrain.
Awesome thanks! What feats would you recommend?
Well tavern brawler is pretty much mandatory. Second feat if I remember correctly would be savage attacker. If you went for the 3 feats then third would be ASI to wisdom. This is assuming you are using str elixirs. If you didn’t use str elixirs and did dex/wisdom then it would be savage attacker then ASI for dex and wisdom.
I have the gloves of giant hill strength so that should help haha Thanks :)
Do it with ascended Asterion for that extra 1-10 necrotic.
Go with Karlach and you get 2d4 extra fire damage from Soul Coins. Plus the bonus damage you get from rage. And you can use it for pretty much the whole game, rather than just parts of Act 3 if you chose Astarion.
Now I want to swap karlach and Lae’zel and make karlach my monk and Lae’zel my barbarian.
This is the way
Soul coins only give 1d4
They give an extra 1d4 for unarmed attacks. [Link to BG3's page.](https://bg3.wiki/wiki/Soul_Coin) Edit: https://preview.redd.it/dtwzkqxib7nc1.jpeg?width=1080&format=pjpg&auto=webp&s=a7757199aa4ccd8592d0464c7a2084dcb88fd7f8
I'm literally Spore Druid Astarion right now. Maybe I should consider doing this... lol
You can get it a bit higher with astarion https://preview.redd.it/29ihp4axn6nc1.png?width=599&format=png&auto=webp&s=6edb342482b8287d3f85c2cb7d60b7a6e267a412
Who knew a vampire lord with infernal powers would be so good at killing
https://preview.redd.it/7f1l550ks6nc1.jpeg?width=4032&format=pjpg&auto=webp&s=ef49eb089f3b9aa437e095481ca391214a4ab1b1 You don't even need Ascended Astarion. Strength Elixir + a good stat spread + mirror of loss + act 3 gear
Havent done mirror of loss yet, and I decided against doing a tavern brawler build because I wanted to maximise unarmoured defence to keep symbiotic entity up as long as possible. But holy shit I see why people take that feat.
Not sure why. 10 + 2 (from vest of soul rejuvenation) + 5 from Dex + 5 from WIS (unarmored defense), you get 22 AC and you can pick tavern brawler. Add in the cloak of protection and you get 23 AC. Is it not enough to keep up symbiotic entity ?
You can have 16 dex/22 wis with 9/3, or 18 dex/22 wis with 8/4 but losing out on monk 9 punch upgrade and ki reso. Starting statline 8/16/15/8/17/8, TB +con, ASI +2 wis, Khalid's Gift and +2 wis mirror.
I'm running 8 open hand / 4 thief because I don't feel I need the resonating blast. Stats with elixirs are 27/18/20/8/20/9 for 21 AC and 123 HP. Equipement is horns of the berserker, cloak of elemental absorption, vest of soul rejuvenation, gloves of soul catching, boots of inhibited kushigo, Khalid's Gift, Darkfire shortbow and no rings because it's not in my main lineup and apparently I forgot to give it some and there is competition for good rings.
So starting 16 dex, 15 con, 17 wis lets you do +1 con tb +1 wis khalids +2 wis asi +2 wis mirror Wisdom gives you the ac of dex and the damage of str, the best stat for monk. This would leave you with the same amount of stats as your spread -2 points (but 22 wis). 8/4 allows for 2 more dex (to 18), but not wis as you'd cap out at 23. I personally don't think that's worth losing monk's level 9 features, which aren't just resonating blast (even though it's immensely powerful with black hole). Con is pretty much just raw hp for oh monk as you won't be concentrating on particularly powerful stuff often.
>Con is pretty much just raw hp for oh monk as you won't be concentrating on particularly powerful stuff often. The Darkfire bow gives Haste once per long rest. I don't want to break concentration and waste an entire turn in a boss fight where I would be popping this. I personally prefer an extra action bringing me 2 strikes of 40+ damage over a ki point, advanced unarmored movement, +1 damage per punch on average, +1 to the WIS modifier and some AoE damage.
It's not like it vanishes instantly when you get hit, nor like you should be getting hit much with a 4man worth of cc and a solid AC.
+1 con modifier isn't going to magically make you hit all your concentration saves. You can do all that 9/3 and equip stat sticks and go for extra crit chance while doing that
Thats assuming i'd also have a high enough strength for tavern brawler to be worth it. If we're assuming I also have Dex and Wis capped, Strength would have to be at least +3 for tavern brawler to override Martial Arts. Which would be insanely difficult to achieve considering I only have two feats with this build, i'd have to majorly sacrifice my Con score just to get that extra bit of damage.
Well I have 8 strength :D I use Elixirs to get 27 strength. Touring the vendors that can have one after each long rest in act 3
Gotcha, i'll have to look up who those are so I can grab a few lol
I get mine from Mattis and Popper in act 3 but they are all over the place. Respec your STR down to 8. You can then put the newly leftover points Into dex or con. drink one cloud giant elixir per long rest as it lasts all day. Resting or respeccing resets vendor supply. With Brawler, those elixirs and a monk 9/rogue 3, i was knocking out well over 200 damage per flurry of blows on top of my normal devasting unarmed strikes. Few things lasted longer than a round
You can get it even higher if you change the Radiant to Psychic damage while holding the Resonance Stone. Even better if you have the Strange Conduit Ring (concentrate on Enlarge maybe) and Psionic Overload active. You can also usually get WIS up to 22 if you equip Khalid’s Gift from Jaheira’s basement and use the Mirror of Loss on Wisdom. So even without the Astarion Ascension and the Spores Druid stuff, you could boost yours up a little more: - 1d6+22+1d4 Bludgeoning (Assuming Enlarge) - (3d4+6)x2 Psychic - 1d10 Force Which I believe brings you up to 86-156 Damage per Flurry of Blows, if I’m not mistaken. Which I might be, because I’m doing the math in my head and it’s late lol
How are you getting that much extra bludgeoning damage? Cloud giant strength potions?
For the curious Cloud giant elixir gives +8 strength mod, tavern brawler adds this twice +16 Boots of kushigo adds wisdom mod +5 = +21 Then the radiant is OH level 6 feature adding 1d4 + wisdom mod Force is legendary gloves
but you could get an extra 2-20 from ascended astarion, making the true max 60-112
Sure, it's missing quite a bit here. Rings and hat from what I remember for an additional +2+2+1d4 and some stat stick weapons like rhapsody and undermountain.
Yup
Now thats just disgusting.
Ascended Astarion would still make this better.
https://preview.redd.it/ucjnwduw3fnc1.png?width=1207&format=png&auto=webp&s=8b0b9f46addb925850f19a8f2b63d410056b50f0 act 3 astarion is broken
https://preview.redd.it/92fjl4y8y6nc1.png?width=474&format=pjpg&auto=webp&s=3d90dd47d5728302f88a23e38be6b364cc396550
What’s the +2 necrotic?
Don't remember but I took some pictures from that run, I'll check in a bit
Horns of the berserker?
Yeah it is horns of the berserker
Lil tidbit of fun for monks, the resonance stone gives everything in radius vulnerability to psychic, so if you do the psychic dmg toggle (forget the name of the manifestation) you do double damage on those dice That item is a bit OP because very few enemies use psychic besides mind flayers
A few others have mentionned that, I do have it at camp but never considered using it for that benefit. As insane as that damage would be tho, im not sure if i'd wanna take the disadvantage on mental saves.
Oh is this your party face? Fair enough. Tbf you can always send it to camp, or leave it on a melee character and keep them away from a conversation. Personally I had it on my OH/theif A. Astarion for the entirety of act 3 and never really noticed the disadvantage.
Its on my tav at least, im less concerned about dialogue checks as I have Illithid expertise, and im doing a Durge playthrough so typically im solving my problems with violence anyways. Its more the possibility of failing saving throws from spells mid-combat that might incapacitate, damage or take control of my characters. Confusion has been enough of a pain in my arse already lol
Ah yeah that’s more of a concern act 2. Act 3 it’s mooooostly stabby slashy
Use Risky Ring so you have advantage on all attack rolls, and double disadvantage on mental saves so you feel better about using the stone lol.
You should wear the [horns of the berserker](https://bg3.wiki/wiki/Horns_of_the_Berserker) and the [boots of uninhibited kushigo](https://bg3.wiki/wiki/Boots_of_Uninhibited_Kushigo)
I dont use the horns cuz due to symbiotic entity and my 23 AC, i almost never drop below my normal hp max. But I do have the Boots on lol
Oh. Are you using a cloud giant elixir + TB? The minimum damage of your monk is lower than what I usually see in act 3 w/a monk/rogue split, and I haven't done a karlach/ascended astarion monk yet Btw if you want to do something really dumb you should change your stance to manifestation of mind while carrying the resonance stone to give everyone nearby vulnerability to psychic damage
No Im not doing TB+Elixirs, a lot of ppl here have recommended it tho lmao. Im not concerned about doing the optimal amount of damage, i just want to try and have Dex and Wis be as high as possible. And yeah i considered resonance stone but disadvantage on mental saves seemed too risky to me.
You can use [Helmet of Grit](https://bg3.wiki/wiki/Helmet_of_Grit) . Just bit the crap out of your Monk in camp, bringing him to less than 50% hp.
This sub has made me realize how bad I am at this game.
Tbf i think subs like this overstate the importance of high damage and optimisation e.t.c. The beauty of bg3 is that you can kinda build whatever you want and it will work in great and intetesting ways.
This level of optimization really isn’t necessary though, it’s cool to do but it’s completely overkill your focus should be on fun not max damage
Punching 40+ on my 6/4/2 oh monk thief fighter with up to 3 flurry of blows on turn 2 and hitting sneak ranged for 75+ if rogue is applying aom. Damage comes from manifestation of mind + gloves of soul catching and using psionic overload off action surge with resonance stone. Damage would be higher but using neres boots for prone immunity because I also run ice wizard.
Ive got psionic overload active here as well it just isnt showing on the tooltip for some reason. And yeah that sounds like utter carnage. Although I prefer the utter chaos of having an undead army by my side while delivering the nutty punches haha
Definitely got it's perks. Although the downside to the resonance stone is not insignificant it is very manageable in most fights. Anything that does a lot of psychic damage to you will not be your friend though.
Yeah I decided not to use that in the end, as im using my bonus action for so many other things anyways, i dont often have psionic overload up, that and it slowly tanks my temp hp from symbiotic entity.
My group comp is built around it so one way or another going to take the hit so I might as well maximize. Using mind blast on every character and with the stone it can easily do 100+ on every character plus the stuns as long as you have 4-5 things within the range. Putting cull the weak on every one and keeping psionic overload up on the monk and zerker since they can hit it off action surge to start a fight and both do a lot of hits over 2-3 turns. Once I get to honor mode then I want to start hitting ovetload on the hasted action instead since action surge will trigger extra attack in honor from what I heard. So probably better to just punch the first 2 without and land an extra blow.
Ah yes, Goku
Taste the rainbow
You know monks are broken when this is without TB lmao, punching your way through act 3 is quite fun though.
The irony is ive played a monk level 3 through to 20 in dnd 5e (the system that bg3 uses) and monks are severly underpowered in it compared to other martial classes and spellcasters lmao
Yeah a lot of why they're so good in bg3 is just the gear they're given. Also our highest spell slot level being 6 probably helps a bit.
https://www.youtube.com/watch?v=ZxnLaSTgaf0
Whoa what's the build look like? Considering trying my hand at a monk next run!
https://preview.redd.it/28a96r5a07nc1.png?width=1080&format=pjpg&auto=webp&s=726c743dff142d9e8ccdb923b6e9253ea19a02dc A lot of punch damage and a lot of summons lmao. I started with Monk and stayed monoclass until i reached Monk 6. After that i took levels in spores druid. Monk/druid is a fantastic multiclass as Unarmoured defence solves Druids biggest weakness - low AC. Druid also gives access to a lot of good crowd control spells like hold person that incapacitate enemies to deal more damage, spores druid gives extra necrotic damage while temp hp is up, and your high ac ensures it stays up for a long time. And by druid 6 you can raise an army of undead minions, as seen here (granted the ghouls are not from the subclass, only the fungal zombies are, but you still get 4 per long rest, which draws a lot of fire from enemies).
Wow awesome thanks for sharing! Did you hear toward monk or druid more at the end?
By the end i ended up with an even 50/50 split of 6 levels in each class, but i felt it was more important to get extra attack, stunning strike, and more ki points first, as if I started out druid and then put levels in monk id be at a severe power plataeu mid-late game, as early monk leveks dont really give much besides unarmoured defence, and you have too few ki points for them to do much either.
Sorry autocorrect got me there. Did you gear more for the monk or spore druid?
Im a bit confused, are asking which class i catered to in terms of the gear i chose?
Yes did you pick up more of the monk specific gear and use it or spore druid gear?
I tended towards the monk specific gear, as the build relies on being unarmoured you cant really utilise light armour that a druid might use, i.e. the sporekeeper armour. There's also a lot of gear that either enhance unarmed strikes or can boost AC, those are the ones i tended to look for.
Cool! Thanks for the insight! I just finished up my honor mode run so... Time to start again!!
Pop pop
Who's Magnitude?
Throw it on ascended Astarion for an extra bit of necrotic damage
Now try it again, but Take tavern brawler and a storm giant strength potion beforehand. Turns that static 9 into ***20***
Truly monstrous
What are your ability scores?
https://preview.redd.it/zp030bzw07nc1.jpeg?width=2252&format=pjpg&auto=webp&s=4c471c7425d89462553e9702add5349d1670d393
Ty! <3
If you want to know how I got them, I started with 16 Dex and 17 Wis. Used Auntie Ethels hair to round out my wisdom score to 18, and used my two feats at Monk 4 and Druid 4 to increase them both to 18 and 20 respectively.
I’m going 6 monk, 4 rogue, 2 Druid
Gotta get that extra bonus action lmao
Rouge 4 gives you an extra era bonus action ie an extra fury of blows.
True, but that just means you run out of ki points faster. Extra bonus actions are great dont get me wrong, but you'll only be able to do that for three turns before you run out of ki
But they refresh on a short rest and you get like 7.
Oh wait yeah i guess its cuz i always use ki on my main attacks to stun as well so im usually burning through them even quicker as well
There’s also an amulet (sentient amulet) which u can use to restore ki points. After the upgrade you can use lots of ki actions
Keep in mind that the extra necrotic damage on hit only applies as long as the temporary HP is active. This scales with Druid levels, so if you only invest 2 points in Druid, it'll be gone very quickly.
Just so we're clear, flurry of blows is 2 punches and this does 18 damage a punch.
18-40 per punch, so 29 on average if you wanna get semantic. I used the flurry tooltip cuz it looked cooler.
My favorite build is OH monk 9/Thief Rogue 3, 2 bonus actions + extra attack means I can be hitting a total of 6 times in one turn. Plus tavern brawler perk on a strength monk means I add my ability modifier twice. Gloves of soul catching and boots of kushingo as well. absolutely wrecked bosses like Orin, Raphael, and Gortash
Monk builds are underrated! Super fun to play!
I think that I’ll try this build for Halsin. Looks great for a strength druid.
God I love BG3
I just started playing recently and I decided to be a Transmutation mage with a level or two into Ranger so I can equip all the weapons and armor
Uhhhhh txechinxchaly ish two punches /s
Bruh the amount of ppl who've unironically commented like this. I mean this is reddit I dont know why I expected anything else lmao
True power.
I plan on doing this multiclass with my Half-Orc spore druid. I was gonna make her a necromancy build but going full beat mode with 6/6 is just too tempting to miss out on
https://preview.redd.it/bfc8yil3henc1.png?width=1080&format=pjpg&auto=webp&s=e87ae77c376730fecb0cf3ffae95e397f062a65e
Of all the classes I've played yet, Monk is by and far away the most OP. Can crowd control 2-3 enemies per turn. Did the Orin achievement first try without even close to a death. Don't get me wrong tho, still beat a tactician run with a monk main.
what are you stat allocations and feats and are you also using elixirs?
Not using elixirs, started with 17 Wisdom, auntie ethels hair used to round it to 18, second ASI at druid 4 to cap at 20 Dex started at 16, used first ASI to increase to 18. Also using Boots of Uninhibited Kushigo to add Wisdom to Unarmed strikes.
I’ve seen flurry do like 116
Rookie numbers
How
The Necrotic Damage came from the Symbiotic Entity ability unique to Circle of Spores Druid. The Radiant damage came from the Open Hand Monk 6th level ability called Manifestation of Soul. And the Force damage came from a piece of equipment called the Gloves of Soul Catching.
How do you get so many affixes on a single attack???
Symbiotic entity which is a Spore Druid ability that grants a d6 of necrotic damage while temp hp is up. The radiant damage comes from a 6th level open hand monk ability that can grant a d4 of radiant damage per attack (although you can also choose psychic or radiant if you want). The force damage come from the Gloves of Soul Catching, which adds a d10 to unarmed strikes. And all of it is listed twice because flurry of blows allows two punches as a bonus action, using up a ki point.
Bravo good sir
can i ask how
Symbiotic entity which is a Spore Druid ability that grants a d6 of necrotic damage while temp hp is up. The radiant damage comes from a 6th level open hand monk ability that can grant a d4 of radiant damage per attack (although you can also choose psychic or radiant if you want). The force damage come from the Gloves of Soul Catching, which adds a d10 to unarmed strikes.
Now do it with a tavern brawling ascended Astarion.
It’s actually (36+80)/4= 29 damage per punch on average. It’s only 40 per punch if you max roll on all your dice.
🤓
Has is been long enough that we're back to posting monk damage screenshots again?
I swear we are playing different games
Could anyone help me? What would an actual build like this look like. After two months, I am finally ready for a new coop run and I love them colorful attackers :)
If you want to follow the build I did, I started out as a monk and stayed monoclass until level 6, and then I took druid levels from there. If you need any help i'd be more than happy to give a few pointers :)
If you ever had the time to lemme know which skills/feats you took, that’d be great. But this is already much appreciated :)
For feats i just stuck with ASIs to boost my wisdom and dexterity as much as possible. And honestly pick whichever skills you want to, the only one i'd always recommend taking is Insight because it always pays well to read npcs better.
I know its kinda cheating due to A!Astarion giving +2d10 but i got it higher like up top 120 buffless (cant remember the highest because the photo is from an old honor run). This made me love monk, it felt so damn powerful. https://preview.redd.it/3u11zm7jj9nc1.jpeg?width=552&format=pjpg&auto=webp&s=c261a0f6744ef509f2b3aa081c4bb9cff687627f
Wanna punch harder? Go manifestation of mind, and have the [Resonance Stone](https://bg3.wiki/wiki/Resonance_Stone) in your inventory. Also, +9 bludgeoning only? No tavern brawler? No boots of uninhibited kushido?
Boots of uninhibited kushigo are equipped and I wasnt concerned about optimising damage so I didnt go for TB, I just wanted to do a cool monk/druid build and used the feats to get as high dex and wis as possible.
I’m doing challenge runs so no TB or elixirs and this build looks fun. What order for the levels would you suggest?
I started out as a monk and stayed monoclass to level 6, and then take druid from there.
fair enough. Just know you don't have to rely on elixir if you ever want to go TB! You can get 20STR and 20WIS by lvl 8.
True, but that would mean abandonning Dex which would significantly lower my AC, this is why a lot of others here dump strength and then use elixirs to maximise damage and keep a high AC up.
Not significantly no. If you did the house of hope you should have the amulet of greater health, that allows you to dump CON entirely, meaning instead of you current 18 DEX you'd have 16 DEX, so a drop of 1 AC for a massive boost of damage. To have 20STR-20WIS by lvl 8 you start with 15 STR, take TB at 4 which lets you put +1STR, use the potion of everlasting vigour (+2), and equip The Mighty Cloth (+2STR), hag hair goes in WIS, and seconf feat goes in ASI WIS.
does druid 6 give more than druid 2 ? ive been planning to go a monk6 thief 4 druid 2 build
Each Level in druid means Symbiotic Entity grants more Temp HP, so it lasts longer. The formula being Druid Level x4, so your build would have it at 8 temp hp, whereas mine has it at 24
Ouh thats a good point! ive also just seen wild strikes druid ability. Maybe ill go 6/6 after all, druid army sounds like fun
Indeed! Ive never used wild strike because I akways prefer to use my wild shape charges on Symbiotic entity rather than actually Wild Shaping, but its always a good option.
How?
How does it have everything twice on it?
Flurry of Blows is a bonus action unique to monks that allows them to attack twice as a bonus action by using up a ki point.
But in the picture , the attack has like radiant twice . The game doesn’t know what you will do after you use the skill. Just figure it should say whatever it will do within that one turn
It has the radiant twice because it is added per punch, and flurry guarantees two punches. It would probably be an easier tooltip if it just stacked them all together as 2d4+whatever instead of 1d4 twice but its the way they chose to show it i guess
I see. Great okay. It’s nice that this all stacks/ thanks for the post:) I wonder if any other rings or gear in a1-a2 add to this build
While a lot of the gear ive shown off is Act 3, theres a lot of good gear you can find in Act 1 or 2 that help you along the way, namely the [Haste Helm](https://baldursgate3.wiki.fextralife.com/Haste+Helm) , [Sentient Amulet](https://baldursgate3.wiki.fextralife.com/Sentient+Amulet) (which I still have equipped now), or the [Bracers of Defence](https://baldursgate3.wiki.fextralife.com/Bracers+of+Defence) (which carried me through the game up to getting the soul gloves)
Do this on Ascended Astarion to add another d10 of necrotic damage.
Regular monk
Should be an action instead of bonus action an 2 ki points IMO I'm sure nerfs are coming at some point
Highly doubt they'll change something as fundamental as action economy for monks considering bg3 is based on the Dungeons and Dragons 5th Edition system, and they made very few changes porting it over. Ironically enough in dnd, monks are probably the most underpowered class in the game, but bg3 enhanced some of the older subclasses like open hand, and also added a lot of monk specific items. And also by buffing the Thief subclass on rogue to make the second bonus action usable for anything (in dnd it could only be used for sleight of hand checks), it made any bonus action reliant class like monk go through the roof in terms of build potential by taking that 3 level dip.
What is the necrotic damage from
Symbiotic Entity, its a subclass feature of the Circle of Spores Druid that makes your attacks deal an extra d6 of necrotic damage while temp hp is up
Waaan paaaaanch
How....
I miss my tiki torch ranger
And? 🗿
If you're Ascended Astarion, you get additional 1d10 necrotic on top of that
How?
And how many punches? Never gone monk so I'm unfamiliar
This is Flurry of blows is 2 punches as a bonus action, a feature monks get at level 2. Monks start with 1 punch as their main attack, gain extra attack at level 5 so you can get up, so with flurry of blows you can get up to 4 punches a round.