BG3 Elementalist Monk Build – Monk Rogue Mutliclass Build
Welcome to our BG3 Elementalist Build Guide. This is a multiclass build combining the Monk and Rogue classes. It is quite similar to our Mighty Brawler Build, but this version gains magical abilities at the expense of a little raw melee power.
The Elementalist combines the Monk’s mighty punches with elemental magic. It also incorporates the Thief subclass to allow an additional attack on each turn.
Table of Contents:
- Elementalist Build Overview
- Character Creation – Level 1
- Elementalist Levelling Guide (2-12)
- Elementalist Best Equipment
- Elementalist Extra Info
- Elementalist Build FAQ
BG3 Elementalist Build Strengths & Weaknesses:
ELEMENTALIST PROS
ELEMENTALIST CONS
Elementalist Multiclass Build Overview
BG3 Multiclass Explainer:
- How it works: New classes can be added as you level up. They are added on a level-by-level basis.
- Example: If you are a level 6 Monk and decide to add 1 Rogue level, you will only get the features of Rogue level 1.
- Example 2: If you want the features of a level 6 Monk and Rogue, you need to be max level and add 6 levels of each class. (We’re not using this class distribution for our build; this is only an example!)
This means that we have to be sure that the payoff of adding new classes to your build is worth it, because every level of a secondary class reduces the highest level we can reach with our primary class.
In this Elementalist Multiclass Build, we’ll be combining the following classes:
- The Monk class comes with
Flurry of Blows, unleashing powerful multi-attacks with your
Bonus Action. - Later on, you can also Dash and Disengage using your
Bonus Action, giving you lots of extra mobility.
- With the Thief subclass, you get an extra
Bonus Action. This is a great combo with the Monk’s Flurry of Blows. - We take three Rogue levels, which is just enough to unlock the Thief subclass.
Here is a quick overview of which class we pick when, this is important!
Elementalist Levelling Progress Overview
- Level 1: Monk 1
- Level 2: Monk 2
- Level 3: Monk 3 (Way of the Four Elements subclass)
- Level 4: Monk 4
- Level 5: Monk 5
- Level 6: Monk 6
- Level 7: Rogue 1
- Level 8: Rogue 2
- Level 9: Rogue 3 (Thief subclass)
- Level 10: Monk 7
- Level 11: Monk 8
- Level 12: Monk 9
Elementalist Character Creation (Level 1)

In this section, we will guide you through the best starting choices for creating your BG3 Elementalist Multiclass Build.
Starting Class (Monk)
We’ll start by choosing the Monk class. The Rogue features of the build will be added later.
The Monk starts the game with the following features, which we’ll build on over the course of this guide:
Core Monk Features
Ki Points – A special Monk resource that is spent to activate Monk Actions. You start the game with 2 Ki Points, and will earn more as you level up. All spent Ki Points are replenished when your party rests (both short and long rests).
Martial Arts – A special set of passives that create the Monk’s unique combat style:
- Dextrous Attacks – If your Dexterity is higher than your Strength, your unarmed attacks will scale with Dexterity.
- Deft Strikes – Attacks with Monk Weapons and Unarmed Attacks deal 1d4
Bludgeoning Damage, unless their existing damage is higher. - Bonus Unarmed Strike – After attacking with a Monk Weapon or while unarmed, you can make another unarmed attack as a
Bonus Action.
Unarmoured Defence– If you are not wearing any armour, you add your Wisdom Modifier to your Armour Class.
Flurry of Blows – Punch twice in quick succession. Costs a Ki Point and a
Bonus Action.
Best Race
While this build will work fine with any race in the game, there are a few choices that stand out above the rest and can be chosen if you want to optimise the build as much as possible. Here are the five best race choices for the Elementalist Build:
| Race | Strengths | Info |
|---|---|---|
Wood Elf |
|
Wood Elves are a great choice for most build types in BG3, thanks to their superior movement speed. Natural Proficiency in Perception is always useful, and immunity to magical Sleep will help you out a lot, especially in the early game, where enemy mages love to spam this spell. |
Githyanki |
|
Githyanki have excellent mobility thanks to Enhance Leap and Misty Step, allowing you to relentlessly pursue ranged enemies. |
|
Human |
|
The Human race is useful because you get an extra Skill pick and additional Carrying Capacity. |
Duergar |
|
With their wide choice of armour and weapon proficiencies, and resistances to poison, charm, and paralysis, Duergar are one of the strongest races in BG3.
The only downside of Duergar is their small stature, which reduces their base Movement Speed to 7.5 metres per turn (most races get 9 metres). |
|
Dragonborn, Any |
|
Dragonborns get access to a special Breath attack they can use once per Short Rest, which deals elemental damage in a directional AoE. They also get 50% Resistance to the same element. The damage element in question depends on which Dragonborn variant you choose.
The Fire and Poison variants are slightly better because many enemies attack with these damage types, making resistance to them more valuable. But don’t let this stop you from using whichever type of Dragonborn you like the most. The Dragonborn’s breath attacks work well with the Monk’s melee playstyle. |
Wood Elf
![]()
Wood Elves are a great choice for most build types in BG3, thanks to their superior movement speed. Natural Proficiency in Perception is always useful, and immunity to magical Sleep will help you out a lot, especially in the early game, where enemy mages love to spam this spell.
- Proficiency in
Stealth and
Perception - Extra Weapon Proficiencies:
Shortswords
Longswords
Shortbows
Longbows
Fey Ancestry
Advantage against
Charmed- Immune to
Magical Sleep
Darkvision
Fleet of Foot – 1.5 metres of extra Movement Speed
Githyanki
![]()
Githyanki have excellent mobility thanks to Enhance Leap and Misty Step, allowing you to relentlessly pursue ranged enemies.
- Can wear
Light Armour &
Medium Armour - Extra Weapon Proficiencies:
Shortswords
Longswords
Greatswords
Astral Knowledge
- Gain Proficiency with all Skills belonging to a selected ability, once per Long Rest.
- Githyanki Psionics
Mage Hand (Level 1)
Enhance Leap (Level 3)
Misty Step (Level 5)
Human
![]()
The Human race is useful because you get an extra Skill pick and additional Carrying Capacity.
- Can wear
Light Armour and
Shields - Extra Weapon Proficiencies:
Spears
Pikes
Halberds
Glaives
- Human Versatility
- One unrestricted Skill choice
- Increases
Carrying Capacity by 25%
Duergar
![]()
With their wide choice of armour and weapon proficiencies, and resistances to poison, charm, and paralysis, Duergar are one of the strongest races in BG3.
The only downside of Duergar is their small stature, which reduces their base Movement Speed to 7.5 metres per turn (most races get 9 metres).
- Can wear
Medium Armour - Can wield axes and hammers
Dwarven Resilience
Advantage against
Poisoned- Resistance to
Poison Damage
Superior Darkvision
Duergar Resilience
Advantage on
Saving Throws against illusions
Advantage against
Charmed and
Paralysed
Duergar Magic
Enlarge (Level 3)
Invisibility (Level 5)
Dragonborn, Any
![]()
Dragonborns get access to a special Breath attack they can use once per Short Rest, which deals elemental damage in a directional AoE. They also get 50% Resistance to the same element. The damage element in question depends on which Dragonborn variant you choose.
The Fire and Poison variants are slightly better because many enemies attack with these damage types, making resistance to them more valuable. But don’t let this stop you from using whichever type of Dragonborn you like the most.
The Dragonborn’s breath attacks work well with the Monk’s melee playstyle.
- Draconic Ancestry – Depending on which Dragonborn variant you choose, you’ll gain:
- Resistance to an elemental damage type
- A special AoE elemental breath attack
Background & Skills
For your Elementalist Multiclass Background, we recommend choosing Outlander.
The Outlander background gives us the following Skill Proficiencies:
Outlander Background
Athletics (STR) – Makes you better at pushing and throwing enemies or objects and standing your ground when they try to push you.
Survival (WIS) – Increases the chance of identifying buried treasure and supplies.
You can manually choose two other Skills in addition to those granted by your Background. The best options are
Stealth and
Insight, because these are the only good fits for our Ability distribution (see below).
Ability Points

We need to focus on several Ability scores for this Monk and Rogue Multiclass Build.
We’ll be using Strength for our attack rolls, so that is the most important ability. But we also need points in Constitution to ensure you have enough HP. In addition, the Monk uses both Dexterity and Wisdom to increase its base Armour Class (as long as you don’t wear Armour), so we’ll be investing in both of these.
Much later in the build’s progression, we’ll do a respec (if you get the Amulet of Greater Health in Act III), but for now we recommend this Ability distribution:
Strength – 15 Points
- Improves the damage and accuracy of your attacks. Later on, Strength will be even more important thanks to the Tavern Brawler Feat, which doubles its benefit when you attack.
- Also boosts carry weight, push and throw strength and jump range.
Dexterity – 14 Points
- Boosts Armour Class (AC) and Initiative.
- Helps you act sooner in combat.
Constitution – 14 Points
- Increases Max HP.
- Also used for some Saving Throws against debuffs, especially those involving poisons or disease.
Intelligence – 10 Points
- Not relevant for our build.
Wisdom – 14 Points
- Boosts the Monk’s base Armour Class.
- Used for Way of the Four Elements spellcasting and some Saving Throws.
Charisma – 8 Points
- Low priority for our build.
- You should ideally use a different character in your party for dialogue, somebody with high Charisma.
| Ability | Points | Why it matters |
|---|---|---|
| 15 | Improves the damage and accuracy of your attacks, as well as carry weight, pushing, throwing, and jumping. Used for Tavern Brawler later on. | |
| 14 | Gives you a higher Armour Class and improves initiative. | |
| 14 | Increases HP and helps with some Saving Throws. | |
| 10 | Not relevant for our build. | |
| 14 | Boosts Armour Class. Helps with Way of the Four Elements spellcasting and some Saving Throws. | |
| 8 | Low priority. Switch to a different character for dialogue when possible. |
Important Tips:
- The “Even Number” Rule: In Baldur’s Gate 3, only even numbers (12, 14, 16) increase your ability modifier. This means an 11 is functionally the same as a 10, so we aim for even numbers to maximise efficiency.
- If you plan to take a Feat that adds a +1 to an Ability, then you can break this rule, as we have with our Strength score.
- Alternative Strength Allocation – The above allocation is designed to be versatile and easy to use. But if you want to minmax more, you can drop all of the points out of Strength and put them into other abilities like Dexterity and Wisdom. But this will mean you need to drink an Elixir of Hill Giant Strength after every Long Rest to get any benefit from the Tavern Brawler Feat later in the game.
BG3 Elementalist Multiclass Build Levelling Guide (2-12)
Now, we are going to look at how to level up your Elementalist Build for Baldur’s Gate 3.
Early-Game Levelling (2-4)
In this section, we’ll cover the first four levels.
Level 2
We’ll be levelling up the Monk class for the first few levels; multiclassing will be added later on.
The Monk gains several new features at Level 2:
New Monk Features
- You’ll get a new Ki Point every time you increase your Monk level.
- 3m movement increase while not wearing armour or shield.
- Attack Rolls against you have
Disadvantage, and you have
Advantage on Dexterity Saving Throws. - Lasts for 1 turn. Costs a Bonus Action and a Ki Point.
- Double your movement speed. Jump no longer requires a bonus action.
- Costs a Bonus Action and a Ki Point to activate.
- Retreat to safety by Disengaging. Jump no longer requires a bonus action.
- Costs a Bonus Action and a Ki Point to activate.
Level 3

We will add another Monk Level to the build here, granting access to a subclass. For the Elementalist Build, we are using the Way of the Four Elements subclass.
Monk Subclass – Way of the Four Elements Features
Disciple of the Elements
- You can use your Ki power to cast basic spells that harness the elements.
- To begin with, you can choose 3 spells to learn.
- When not in combat, regain half of your Ki Points.
- Once per Long Rest.
Choose three Elemental Disciplines (Spells):
- Hit an enemy with an unarmed strike from range.
- The attack also deals 1d10 extra
Fire Damage and applies an additional 1d4
Fire Damage to subsequent attacks. - This is the spell you’ll use the most, because it fits very nicely with the Monk’s playstyle and can be used several times per turn once you have the Extra Attack feature.
- Deals 3d10
Bludgeoning Damage. - Knocks back the target and knocks it
Prone.
- Deals 3d10
Bludgeoning Damage. - Up to 9m range.
- Can either pull a target to you or knock them
Prone.
Level 4

We will add another Monk level. You don’t gain many new features at this level, but you can unlock a Feat which will be vital for our build.
New Feat – Tavern Brawler
- Allows you to increase either your Strength or Constitution by 1.
- Choose Strength, taking your total to 16.
- From now on, you will double your Strength Modifier when making unarmed attacks.
- This significantly increases your damage and accuracy, and it will continue to improve as you further increase your Strength score.
- Important: To get even more from this Feat, combine it with the
Elixir of Hill Giant Strength!
Mid-Game Levelling (5-8)
In this section, we’ll cover the mid-game. During these levels, the Elementalist Build will become much more powerful, unlocking features that will allow you to make several more attacks every turn.
Level 5
We’ll add another Monk level. This one is very important because it gives you an additional attack on every turn.
New Monk Features
- Your
Actions now yield two weapon or unarmed attacks instead of one.
- Possibly Stuns the Target and deals
Bludgeoning Damage.
Level 6
We will add one more Monk level before we switch to the Rogue for a while. You get quite a lot of new features at this level.
New Monk Features
- Your movement speed increases by 4.5m while you are not wearing armour or using a shield.
- Your unarmed attacks count as magical for the purpose of overcoming enemies’ Resistance and Immunity to non-magical damage.
Choose one new Elemental Discipline
- Paralyse a creature for up to 10 turns.
- Melee attacks against the creature are guaranteed critical hits.
- The creature attempts a Saving Throw every turn to break free.
- Requires ongoing concentration to maintain the spell.
- The downside is that it costs 3 Ki Points, so don’t spam it.
Level 7

It’s finally time to add the first Rogue level to the build. Check the image above if you don’t know how to add a new class.
Starting Rogue Features
Expertise
- Choose a Skill with Proficiency to gain Expertise in that skill.
- Doubles your Proficiency Bonus when rolling for that skill.
- We recommend choosing
Athletics, which will make you better at pushing enemies around.
- Deal 1d6 extra damage to an enemy you have
Advantage against. - Has both a melee and a ranged version.
- This isn’t the focus of our build, but you can still look out for chances to use it.
- It requires a Finesse weapon, so it won’t work with your unarmed strikes. But ranged weapons should work.
Level 8
We’ll add a second Rogue level to the Elementalist. This gives you some new Bonus Actions which are very similar to the Step of the Wind actions we unlocked earlier, except they don’t require a Ki Point.
New Rogue Features – Cunning Actions
- Dash using a
Bonus Action. - If you need lots of Movement in one turn, you can dash twice by using both the standard and cunning versions.
- Disengage using a
Bonus Action.
- Enter or leave stealth using a
Bonus Action. - Sneaking isn’t the main focus of this build, so you probably won’t use this much.
Late-Game Levelling (9-12)
We will now complete the Elementalist Build by adding the Thief subclass and then levelling up the Monk some more.
Level 9

We will add a third Rogue level here. Make sure you pick the Thief subclass – it is vital to get the extra Bonus Action.
Rogue Subclass – Thief Features
- You gain an additional
Bonus Action. - This synergises very well with our build:
- You can use Cunning Actions twice per turn.
- You can use your Flurry of Blows twice per turn, or three times when using Wholeness of Body.
- You have resistance to falling damage.
Level 10

We will now return to the Monk class and level it up a few more times.
New Monk Features
- When a spell or effect would deal half damage on a successful Dexterity Saving Throw, it now deals no damage if you succeed, and only half damage if you fail.
- If you are
Charmed or
Frightened, you automatically cast Stillness of Mind to remove the condition.
Level 11

We’ll add the eighth Monk level, gaining a second Feat to further boost your Monk and Rogue Multiclass Build.
New Feat – Ability Improvement
- Gives you two additional Ability Points to spend.
- Put both of them into Strength, taking your total up to 18.
- If you’re using the
Elixir of Hill Giant Strength, put the points in Wisdom instead.
Level 12
This is the maximum level for the Elementalist Multiclass Build. We will add one last Monk level.
New Monk Feature
- Difficult Terrain doesn’t slow you down.
- You can jump an additional 6m while you are not wearing armour or using a shield.
New Way of the Four Elements Feature
- Your offensive Elemental Disciplines deal more damage
Clench of the North Wind can now hold two creatures.
New Elemental Discipline:
- Cast 4 rays of fire, each one deals 2d6
Fire Damage. - Each ray can be targeted independently.
BG3 Elementalist Build Equipment
Now, let us take a look at some of the equipment choices you can make for your BG3 Elementalist Build.
Don’t worry if you miss out on some of the items. Just enjoy your playthrough and try to view this as a wishlist rather than a precise blueprint.
Early Game Equipment
This is the early-game gear setup that you can use for your Elementalist Build. You don’t need to get all the items, but the build will perform better if you find most or all of them. You can find these items in Act 1 or early Act 2. Essential items are written in Bold Italic.
| Slot | Icon | Item | Effects | Location |
|---|---|---|---|---|
| Head | ![]() |
Haste Helm |
|
Can be found inside a Wooden chest, next to a cart, near the Blighted Village Waypoint. |
| Cloak | ![]() |
Cloak of Protection |
|
Purchased from Quartermaster Talli in Last Light Inn |
| Chest | ![]() |
The Graceful Cloth |
|
Buy from Lady Esther on the Rosymorn Monastery Trail |
| Gloves | ![]() |
Bracers of Defence |
|
In the hidden Necromancer’s Lair in a gilded chest, beneath the Blighted Village |
| Gloves (Risky) | The Sparkle Hands |
|
In a wooden chest near the giant tree stump in Decrepit Sanctuary, Sunlit Wetlands. | |
| Boots | ![]() |
Disintegrating Night Walkers |
|
Loot from True Soul Nere in Underdark: Grimforge |
| Necklace | Sentient Amulet |
|
Near the lava elemental in Underdark: Grymforge | |
| Ring 1 | ![]() |
Ring of Protection |
|
Steal the Sacred Idol in Druid Grove (quest) |
| Ring 2 | ![]() |
Crusher’s Ring |
|
Loot from Novice Crusher in the Goblin Camp. |
| Main Weapon | Unarmed |
|
N/A | |
| Second Weapon | ![]() |
Darkfire Shortbow |
|
From Dammon at Last Light Inn, Act II |
Head:
Haste Helm
- Increases your Movement Speed
- Can be found inside a Wooden chest, next to a cart, near the Blighted Village Waypoint.
Cloak:
Cloak of Protection
- +1 to
Armour Class and
Saving Throws - Leave empty for now if another character needs the cloak more.
- Purchased from Quartermaster Talli in Last Light Inn
Chest:
The Graceful Cloth
- +2 Dexterity
- +1 to Dexterity Saving Throws
- 1.5m extra Jump Distance
- Buy from Lady Esther on the Rosymorn Monastery Trail
Hands:
Bracers of Defence
- +2
Armour Class when not wearing Armour or using a Shield - Use these if you take too much damage with the Sparkle Hands (below)
- In the hidden Necromancer’s Lair in a gilded chest, beneath the Blighted Village
Hands (Risky Option):
The Sparkle Hands
- When you hit with an unarmed attack, you gain 2
Lightning Charges.
- Each
Lightning Charge adds +1 to Attack Rolls and +1
Lightning Damage. - If you reach 5 charges, they are consumed, and your next attack deals 1d8 extra
Lightning Damage.
- Each
- When imbued with
Lightning Charges, you have
Advantage against enemies who are metal or wear metal armour. - In a wooden chest near the giant tree stump in Decrepit Sanctuary, Sunlit Wetlands.
Feet:
Disintegrating Night Walkers
- You cannot be
Enwebbed,
Ensnared or
Entangled, and cannot slip on ice or grease. - You can cast
Misty Step to teleport to a valid location within line of sight. - Loot from True Soul Nere in Underdark: Grimforge
Necklace:
Sentient Amulet
- Restore 2 Ki Points per Long Rest.
- Cast
Shatter once per Short Rest (triggers a Wisdom Saving Throw against you – you will be overcome with a fit of laughter if you fail. - In Act III, you can cleanse the amulet to make it stronger and remove the curse.
- Near the lava elemental in Underdark: Grymforge
Ring 1:
Crusher’s Ring
- Increases Movement Speed by 3 metres per turn
- Especially important if you chose a small race like a Dwarf
- Looted from Crusher in the Goblin Camp.
Ring 2:
Ring of Protection
- +1 to
Armour Class and
Saving Throws - Steal the Sacred Idol in Druid Grove (quest)
Melee Weapon: None
- We’re fighting with only our bare hands.
Ranged Weapon:
Darkfire Shortbow
Endgame Equipment
The endgame gear for the Elementalist Build can be obtained either in late Act 2 or Act 3 of Baldur’s Gate 3. If you manage to complete all the items below, you will be an unstoppable force of power. Essential items are written in Bold Italic.
| Slot | Icon | Item | Effects | Location |
|---|---|---|---|---|
| Head | Horns of the Berserker |
|
Buy from Danthelion’s Dancing Axe in Act III. | |
| Cloak | Cloak of Displacement |
|
Buy from Danthelion’s Dancing Axe in Act III. | |
| Chest | ![]() |
Vest of Soul Rejuvenation |
|
Sold by either Rolan or Lorroakan’s Projection in Sorcerous Sundries. If Lorroakan is dead, pickpocket from Rolan in Ramazith’s Tower |
| Gloves | ![]() |
Gloves of Soul Catching |
|
Reward for completing the quest Save Hope in the House of Hope |
| Boots | ![]() |
Boots of Uninhibited Kushigo |
|
Dropped by Prelate Lir’i’c in the Astral Plane, in the transition sequence between Act II and Act III. |
| Necklace | Sentient Amulet |
|
Visit the Open Hand Temple Cellar to remove the curse from the Sentient Amulet. | |
| Ring 1 | ![]() |
Ring of Protection |
|
Steal the Sacred Idol in Druid Grove (quest) |
| Ring 2 | Shadow-Cloaked Ring |
|
Dropped by the Shadow Mastiff Alpha on the Ruined Battlefield. | |
| Main Weapon | Unarmed |
|
N/A | |
| Ranged Weapon | ![]() |
The Dead Shot |
|
Sold by Fytz in Stormshore Armoury |
Head:
Horns of the Berserker
- +2 bonus to Attack Rolls when attacking a damaged target.
- Unarmed attacks deal 1d4 extra
Necrotic Damage if you are below full health. - If you don’t deal any damage on a combat turn, you take 2
Necrotic Damage. - Buy from Danthelion’s Dancing Axe in Act III.
Cloak:
Cloak of Displacement
- Enemies have
Disadvantage on Attack Rolls against you. - The effect ends when you take damage, but will be renewed on the next turn.
- Sold at Danthelon’s Dancing Axe in Wyrm’s Crossing.
Chest:
Vest of Soul Rejuvenation
- +2
Armour Class - Regain 1d4 HP when you succeed a Saving Throw against a Spell
- You can use a
Reaction to make an Unarmed Attack against an attacker who misses - Sold by either Rolan or Lorroakan’s Projection in Sorcerous Sundries. If Lorroakan is dead, pickpocket from Rolan in Ramazith’s Tower
Hands:
Gloves of Soul Catching
- +2 Constitution
- Unarmed Attacks deal 1d10 extra
Force Damage - Regain 10HP on unarmed hit, once per turn. Or forego the healing to get
Advantage on Attack Rolls and Saving Throws for the rest of the turn. - Reward for completing the quest Save Hope in the House of Hope
Feet:
Boots of Uninhibited Kushigo
- Deal extra damage equal to your Wisdom Modifier with Unarmed Attacks
- With 16 Wisdom, this is 3 extra damage per hit.
- Dropped by Prelate Lir’i’c in the Astral Plane, in the transition sequence between Act II and Act III.
Necklace:
Sentient Amulet
- Cast
Shatter once per Short Rest
Ki Restoration – Restore Ki Points equal to your martial arts die once per Long Rest.- Visit the Open Hand Temple Cellar to remove the curse from the Sentient Amulet.
Ring 1:
Shadow-Cloaked Ring
- Deal 1d4 bonus damage against enemies who are partially or fully obscured, or made from shadow.
- Dropped by the Shadow Mastiff Alpha on the Ruined Battlefield.
Ring 2:
Ring of Protection
- +1 to
Armour Class and
Saving Throws - Steal the Sacred Idol in Druid Grove (quest)
Melee Weapon: None
- We are fighting with our bare fists.
Ranged Weapon:
The Dead Shot
- Passively increases your Critical Hit chance, even when fighting in melee.
- You don’t need to actually use the bow, just equip it for the passive effect.
- Sold by Fytz in Stormshore Armoury
Here is a summary of how these items work together to boost this Elementalist Build for Baldur’s Gate 3:
Attacking Items:
Horns of the Berserker – Boosts your attack accuracy and damage. Ensure you are slightly below full HP to get the full effects!
Gloves of Soul Catching – Probably the most important item in the build. Gives you much higher attack damage and can also give you Advantage on attacks.
Boots of Uninhibited Kushigo – Adds your Wisdom Modifier to your attacks.
Shadow-Cloaked Ring – A situational damage boost that applies when attacking enemies who are in a dark area.
The Dead Shot – Increases your Critical Hit chance.
Defensive Items:
Cloak of Displacement – You are displaced at the start of every turn, giving enemies Disadvantage when they try to attack you. This makes you very hard to hit.
Vest of Soul Rejuvenation – Improves your defences and allows you to retaliate against a melee attacker who misses you. Good combo with the Displacement Cloak.
Ring of Protection – Adds a small +1 bonus to Armour Class and Saving Throws.
Elementalist Build Extra Info

Here is some extra information that will help you to get the most out of this Elementalist Build in Baldur’s Gate 3.
How to Play this Elementalist Build
The Elementalist Build plays the same as a standard Way of the Four Elements Monk, except you have an extra Bonus Action, allowing you to use your Flurry attack more often.
Use up your main attacks, then use your Bonus Actions to activate the flurry attacks. These also cost Ki Points; keep looking out for ways to restore them besides resting. We’ve included a couple in the build’s equipment, such as the Sentient Amulet.
While the build is focused on your Bonus Actions, remember to boost your standard attacks, too. Get the Haste buff (either with the spell or a Potion of Speed) when you’re about to have a tough fight.
You can also drink the Elixir of Bloodlust to gain an extra Action after you kill an enemy, or the Elixir of Hill Giant Strength (works better with Tavern Brawler) to give you a strength boost, making your attacks more accurate and deadly.
In Act III, you can obtain the Elixir of Cloud Giant Strength to increase your Strength to a whopping 27, but these are very rare, so it’s best saved for the hardest fights in the game.
Best Potions and Elixirs for the Elementalist Build
All of these potions are great choices for the Elementalist, and I recommend stockpiling a few of each when you can:
Potion of Speed – Gives you
Haste for 3 turns, granting an extra
Action on each turn. This is ideal for hitting enemies fast and hard at the start of combat. Beware that when the effect ends, you’ll become
Lethargic and be forced to skip a turn.
- To craft: Combine Ashes of Hyena Ear with any Salt.
Elixir of Hill Giant Strength – Boosts your Strength score, increasing the bonus damage from Strength on your attacks (this bonus is then doubled by the Tavern Brawler Feat). In Act 3, you can also use
Elixir of Cloud Giant Strength, but the ingredients are very rare. See our Elixir of Hill Giant Strength guide for more information about where to find the ingredients for these powerful consumables.
- To craft Elixir of Hill Giant Strength: Combine Salts of Hill Giant Fingernails with any Suspension.
- To craft Elixir of Cloud Giant Strength: Combine Salts of Cloud Giant Fingernails with any Suspension.
Elixir of Bloodlust – When you kill an enemy, you get an additional
Action. This can happen once per turn. The downside is you cannot have this at the same time as the Giant Strength – only one elixir can be active at a time.
- To craft: Combine Ashes of Worg Fang with any Salt.
Mirror of Loss Choice (Optional)
If you access the Mirror of Loss during your playthrough, you can get two additional ability points to allocate to your Elementalist.
If you’re using the Giant Strength Elixirs as described above, you should put the points into Wisdom. Otherwise, put them into Strength.
To learn more about the Mirror of Loss and how to use it to make your party stronger, see our Mirror of Loss Guide.
Elementalist Build Illithid Powers (optional)

Illithid Powers are unlocked later in BG3 when you learn more about Mind Flayers and Tadpoles. By eating Jars of Mind Flayer Parasites you gain one point. This is another optional skill tree that you can get access to if you want. Here are some of the best Illithid Powers for the BG3 Elementalist Build:
- A conal blast of
Psychic Damage that can also stun several targets at once. - If you are outnumbered by several advancing enemies, then Mind Blast can help to swing things back in your favour.
- When you reduce a creature’s hit points below a certain threshold, this power instantly kills it and deals 1-4 Psychic Damage to nearby enemies.
- This is particularly effective when engaging groups of weaker foes, enabling you to thin their numbers rapidly.
- This can be used to reach hard-to-get-to places or change positions in combat.
- Creates an area that allows all within to use
Actions and
Bonus Actions interchangeably. - This typically means you can deal more damage, since you can use your Bonus Action as a normal Action.
- However, enemies within the area will also benefit from its effects.
- This is a top-tier reaction from the Illithid Powers skill tree in BG3.
- This allows you to deal psychic damage when a nearby enemy casts a spell.
- This is especially useful if the target is casting a Concentration Spell.
- The damage from Psionic Backlash can immediately break their Concentration, ending the spell’s effects.
Elementalist Build FAQs
Here are some frequently asked questions related to the BG3 Elementalist Multiclass Build. Most of these questions have already been answered in the guide itself.
- What’s the best race for the Elementalist Build?
- What roles can the Elementalist fill in my party?
- What abilities are most important for the Elementalist?
- Which subclasses should I use?
FAQ: What’s the best race for the Elementalist Build?
While any race will work just fine for this build, the best options are:
- Wood Elf – Very high mobility, resistance to effects like magical sleep and Charm, innate Darkvision. The extra Movement Speed is an underrated bonus that allows you to outrun foes.
- Duergar – Gives you innate Superior Darkvision. Allows you to wear Medium Armour. Gives you Resistance to Poison Damage and Advantage against the Poisoned, Charmed and Paralysed effects. This wide range of bonuses makes the Duergar very tough.
- Githyanki – Grants you the Enhance Leap and Misty Step spells, helping you to outmanoeuvre foes.
For more info about the best races, see the Best Race section above.
FAQ: What roles can the Elementalist fill in my party?
The Elementalist is a melee heavy hitter. Get them stuck into the thick of the fighting, and they’ll deal lots of damage. Just keep an eye on their healthbar and what’s going on around them – in the toughest fights, they may need a bit of timely intervention from a Cleric to keep them in good shape.
This build is not great at group support, but it can knock enemies Prone which will help any other melee damage dealers in your party.
FAQ: What Abilities are most important for the Elementalist?
- Strength is the most important ability for your Elementalist build. It determines the accuracy and damage of your weapon attacks and throws. It also allows you to throw heavier objects.
- Dexterity is also very important. It boosts your Armour Class and Initiative, allowing you to move earlier in the turn.
- Constitution should always be at least 14 for any build in Baldur’s Gate 3, and this one is no different. This gives you a necessary baseline of HP and helps you to resist a wide range of hostile effects with Constitution Saving Throws.
- Wisdom is important for this build too – it boosts the potency of your Four Elements spells and increases your Armour Class.
FAQ: Which subclasses should I use?
- For the Monk, you should use the Way of the Four Elements subclass. This comes with several special Flurry attacks that can be used with your Bonus Action – a vital component of this build.
- For the Rogue, you need the Thief subclass. This provides you with an extra Bonus Action, which synergises with the aforementioned flurry attacks.
Related Guides for Baldur’s Gate 3
BG3 Gloomstalker Assassin Build – Ranger Rogue Fighter Multiclass Build
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