Starting the Build: Giant Barbarian Meets Monk
This build combines the raw power of a Giant Barbarian with the control and efficiency of an Open Hand Monk. If you're into smashing enemies with huge fists, flying through the battlefield, and looking hilarious while doing so, this guide will get you set up right.
To start, choose Barbarian as your first class. For your ability scores, you have two solid options:
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Default Strength-Based Build: STR 16 / DEX 14 / CON 16 / WIS 12
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Optimized Monk Crossover: STR 8 / DEX 16 / CON 16 / WIS 14+
The optimized version works best if you're planning to use a Potion of Hill Giant Strength, available from Auntie Ethel early on or other vendors later in Act 3. This lets you dump Strength and focus more on Dexterity and Wisdom, both vital for a Monk’s unarmored defense and saving throws.
Reckless Attack and Giant Form Synergy
At Level 2, the Barbarian gains Reckless Attack, giving you advantage on melee attack rolls using Strength. This helps land hits more reliably, especially when you’re throwing or punching.
By Level 3, choose the Wildheart (Bear) subclass to access the Giant Form, which increases your size, improves throwing damage, and adds crowd control utility.
With this, early-game weapon choice should focus on thrown weapons like the Returning Pike. Combined with Ring of Flinging (found in Act 1), your throw attacks can deal serious damage.
Shifting into Monk for Flurry Power
Once you’re past Act 1 or reach Level 4–5, start dipping into Monk. Even one Monk level gives you Flurry of Blows, a reliable bonus action double punch. This stacks well with your Tavern Brawler setup, keeping your damage consistent.
Monk Level 2 introduces Ki Points and extra movement speed. You’ll use these points for key abilities like Step of the Wind, Patient Defense, or Flurry of Blows, depending on your combat needs.
Going Open Hand: Control and Extra Effects
When you hit Monk Level 3, pick the Way of the Open Hand subclass. This unlocks effects on your Flurry of Blows, such as knocking enemies prone, pushing them away, or preventing reactions.
This is the core of the build: you’re now fast, large, and control-heavy with high output unarmed strikes that inflict status conditions.
Leveling Strategy and Tavern Brawler Timing
At Monk Level 4, take the Tavern Brawler feat. This scales your unarmed damage and grants a bonus to Strength-based attack rolls and checks after shoving or grappling.
If you're still optimizing, try:
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STR 8 / DEX 16 / CON 16 / WIS 14–16
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Then increase WIS or DEX for survivability or more damage scaling.
Tavern Brawler pairs extremely well with Monk flurries and Giant Form throws, giving you versatility in both melee and ranged combat.
Stunning Strike and Bonus Attacks
At Monk Level 5, you unlock Extra Attack and Stunning Strike. This is a major power spike. Stunning Strike can lock down enemies by forcing a CON save—if they fail, they lose their next turn.
This works with weapons and unarmed attacks, making you a crowd control powerhouse. Add that to two punches per action and a bonus action attack, and you’ll be knocking out groups with ease.
Monk Level 6: Bonus Damage and Ki Recovery
The build gets juicier at Monk Level 6, giving you:
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Manifestation of Body, Mind, and Soul: Adds radiant, necrotic, or psychic damage to attacks.
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Holdness of Body: Restores half of your Ki points and grants a bonus action once per short rest.
In combat, that extra bonus action allows more mobility or another Flurry of Blows, improving both offense and sustain.
Monk or Rogue Dip Next?
From this point, you can stay the Monk path to Level 9 for more Ki abilities and Ki Resonation or dip into Rogue. Taking Thief (Rogue Level 3) gives:
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Sneak Attack (minor but extra damage)
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Second bonus action per turn
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Access to Cunning Action (Dash, Disengage)
If you're using Flurry of Blows a lot or want another unarmed strike without burning Ki, this second bonus action is worth it.
Gear Priorities for Maximum Output
The best part of this build is how many gear options you can rotate into:
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Constitution Amulet: +6 AC bonus (overrides Monk's base AC calc)
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Scrappy Pugilist Circlet: +2 damage when near two or more enemies
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Horns of the Berserker: Adds necrotic damage to unarmed strikes
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Haste Helm: Boosts movement speed (Act 1 item)
You’ll want a blend of mobility, survivability, and damage bonuses. Any boost to unarmed strike or advantage rolls is gold here.
Armor and Cloak Choices
Cloak options worth considering:
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Cloak of Protection: Boosts AC
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Deathstalker Mantle / Shadeslayer Cloak: Increases crit chance and stealth synergy
If you want raw defense, prioritize AC gear. But if you're playing fast and loose, more crit chance keeps enemies down faster.
Best Chest, Gloves, and Ring Loadout
Chest:
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Vest of Soul Rejuvenation: Free unarmed attack (Act 3)
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Greater Kashigiru Counter: Heal on save success
Gloves:
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Gloves of Soul Catching: Deal 1d10 force damage, plus choose between healing or advantage on attacks/saves
Rings:
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Shadowcloaked Ring: +1d4 unarmed damage vs. obscured targets
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Crusher’s Ring: +3 movement speed
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Ring of Protection: Bonus to AC and saving throws
You can rotate rings based on your strategy—mobility, survivability, or raw damage.
Activate Manifestation of Mind
Don’t forget to activate Manifestation of Mind for bonus radiant/psychic/necrotic damage. It adds 1d4 + Wisdom modifier to all attacks. That includes Flurry of Blows, giving you bonus damage every turn.
With buffs and gear, your bonus action can do up to 84 damage, just from fists.
More Equipment Tips and Nya Usage
Don’t overlook:
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Killer’s Sweetheart Ring: Grants free crit
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Callous Glow Ring: Adds radiant damage
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Nya (Returning Weapon): Works with Tavern Brawler and returns when thrown
You can also equip a shield for extra defense (up to 27 AC) or skip it to stay agile.
Coming up next: final gear considerations, combat strategies, sample combat rotation, and conclusion.
Optimal Combat Rotation and Opener
When combat begins, your goal is to maximize damage and control. Start with:
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Bonus Action: Activate Giant’s Rage to enter large form.
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This grants +2 to melee/improvised attacks and +4 to thrown attacks.
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Action: Use Flurry of Blows (via Ki) or two regular unarmed strikes.
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Unarmed Bonus Action: If you have a second one from Rogue-Thief or special gear, throw in another strike.
As your fists land, you're dishing out radiant or necrotic damage (depending on your manifestation setting) and triggering any Tavern Brawler or Soul Catching effects.
If your Stunning Strike lands, the enemy skips their turn. Use it early against casters or heavy hitters.
Crowd Control and Knockback Options
The Open Hand Monk subclass adds utility beyond raw DPS. With Flurry of Blows, you can:
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Push enemies off ledges
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Knock them prone (for auto-advantage on melee strikes)
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Deny reactions (great for repositioning or retreat)
You have enough Ki to keep this going for several rounds, especially with Holdness of Body recharging half your pool mid-fight.
Use Stunning Strike on key enemies, and Push/Prone effects on clustered mobs. Your damage is consistent, but your CC wins battles.
Healing, Sustain, and Reactions
Don’t sleep on the Soul Snare Heal from your gloves. After every save you succeed, you restore 1d4 HP, and you also have the choice to heal or gain advantage after hitting with Soul Catching strikes.
When using the Greater Kashigiru Counter, you'll sometimes get an automatic counter-attack if an enemy misses or you're hit with specific conditions. This adds a solid burst of damage in tight spots.
Mid to Late-Game Synergies
By late-game, you’ll likely have:
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AC over 25
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Two bonus actions
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1d10+ per unarmed strike
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Consistent CC and healing
At this point, your Monk side handles mobility, defense, and lockdown, while the Barbarian side provides rage bonuses and throwing utility.
Add in Rogue-Thief’s bonus action flexibility, and you’ll keep attacking while repositioning or healing as needed.
Dealing with Bosses and Elite Mobs
For tougher enemies:
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Open with Stunning Strike
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Use Flurry of Blows to add conditions
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Throw improvised items if needed
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Heal or reposition on second bonus
Most bosses in Baldur’s Gate 3 can’t handle being stunned or knocked prone, and your high movement lets you chase down priority targets fast. The Hellrider Longbow, with its initiative bonus, helps you go first often—giving you the chance to remove threats before they act.
Flurry of Blows vs. Weapon Attacks
You can stick to unarmed strikes for simplicity, but don’t forget:
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Tavern Brawler boosts improvised weapons
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Nya or other returning gear allows you to throw and re-catch for bonus effects
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You can apply Stunning Strike to weapon attacks, not just fists
Mix in thrown weapons when needed—especially against flying enemies or unreachable targets.
Jump Distance and Movement Tricks
Your Giant Form and Monk levels massively boost mobility:
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Jump farther
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Move farther per turn
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Use Dash as bonus (via Rogue)
This lets you reposition effortlessly and land follow-up attacks or stuns even when enemies spread out.
Movement speed is a key strength here. Combine Boots of Uninhibited Koshiggo or Haste Helm to close distance instantly.
How to Handle Groups
In multi-enemy fights, always look for:
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Clustered enemies near ledges (Push)
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Enemies that can’t pass CON saves well (Stun)
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Groups of three or more (use Pugilist Circlet bonus)
Open Hand Monk gives amazing area utility through knockback and reaction denial. And with a second bonus action from Thief, you can target 3+ enemies consistently each turn.
What to Do with Spare Ki
After a few rounds, you’ll either:
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Have more Ki to spend (from short rest recovery)
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Or already be in cleanup mode
If you’ve got spare Ki, use:
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Step of the Wind: Reposition, escape traps
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Patient Defense: Disengage or tank when needed
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Extra Flurry: Keep up the pressure on new targets
Every point of Ki is useful—there’s rarely a wasted one.
Gear Loadouts Based on Your Strategy
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Defensive Setup: Constitution Amulet, Ring of Protection, Cloak of Protection, shield
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DPS Setup: Gloves of Soul Catching, Scrappy Pugilist Circlet, Shadowcloaked Ring
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Control Setup: Open Hand Monk + Stunning Strike spam, items that boost movement and jumping
You can switch gear per encounter if needed. That’s one of the major strengths of this build—it’s very adaptable.
When to Use Giant Form
Always use Giant’s Rage:
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At the start of combat (Bonus Action)
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Before key encounters
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When about to start a Flurry chain
Remember, Giant’s Rage adds damage to melee and improvised attacks. It doesn’t affect spellcasting or ranged bow attacks, so only use it when you plan to brawl.
Conclusion: Why the Giant Brawler Build Works
The Giant Barbarian Monk build in Baldur’s Gate 3 brings together raw power, high mobility, and disruptive crowd control. You’re punching enemies for massive damage, stunning them before they can act, and shrugging off attacks with high AC and healing options.
With Open Hand Monk’s control tools, Tavern Brawler’s scaling, and Giant Form’s bonus damage, this hybrid setup stands out in both early-game and late-game scenarios. Add in the optional Rogue-Thief dip for even more flexibility, and you’ve got a build that dominates nearly every combat situation in BG3.
It’s simple to play, devastating to enemies, and fun to watch in action. Whether you prefer clearing mobs or locking down bosses, this setup gives you the best of both worlds.
Frequently Asked Questions (FAQ)
Q: Is this build viable on Tactician difficulty?
Yes. With high AC, strong control, and damage scaling, it’s viable through the entire game on any difficulty.
Q: Can I play this without Tavern Brawler?
You can, but your damage will be lower. Tavern Brawler is strongly recommended to get the most out of unarmed strikes and improvised throws.
Q: What’s better after Monk 6: more Monk levels or Rogue dip?
Rogue 3 (Thief) gives you a second bonus action, which can be more impactful than extra Monk levels in many combat scenarios.
Q: How important is Giant’s Rage to this build?
Very. It boosts damage on melee and thrown attacks and increases your size for extra fun and reach. Always activate it early in fights.
Q: Do I need to dump Strength for this to work?
If you plan to use a Strength potion (e.g., Potion of Hill Giant Strength), yes. Otherwise, stick with at least 16 Strength for damage scaling.
Q: What armor should I wear as a Monk-Barbarian hybrid?
Generally, no armor. Rely on Monk’s Unarmored Defense or the Constitution Amulet. Use a shield if you're optimizing for AC.
Q: Is there a best-in-slot gear setup?
Not really. It depends on your playstyle. Focus on gear that boosts AC, movement, and unarmed damage for best results.
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