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Monks
Baldur's Gate II: Shadows of Amn

Monks

Explore the Monk class in Baldur's Gate II: Shadows of Amn. Learn about unarmed combat, special abilities, level progression, and the Dark Moon and Sun Soul kits.

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Explore the Monk class in Baldur's Gate II: Shadows of Amn. Learn about unarmed combat, special abilities, level progression, and the Dark Moon and Sun Soul kits.

Monks in Baldur's Gate II: Shadows of Amn do not cast spells but possess unique abilities that make them mechanically similar to priest characters, with a strong emphasis on unarmed combat. Their progression grants increasing attack speed, damage, and defensive capabilities.

Monk Level Progression:

LevelAttacksDamageACEnchMRSpecial
111-6900-
211-6800-
33/21-8800-
43/21-8700-
53/21-8700Immune to disease; may not be slowed or hasted
621-10600-
721-10600May use Lay on Hands once per day
821-10500+1 weapon speed
95/21-125+10+1 to all saving throws; immune to charm
105/21-124+10-
115/21-124+10Immune to poison
1231-123+20+1 weapon speed
1331-123+20May use Quivering Palm (save vs. Spell or die) once per day
1431-122+242%-
157/21-202+345%-
167/21-201+348%-
177/21-201+351%-
1841-200+354%-
2041-20-1+360%Immune to non-magical weapons
2441-20-2+372%-
2541-20-2+475%-
2741-20-3+478%-
3041-20-4+478%-
3541-20-5+478%-
4041-20-6+478%-

Monk Class Features:

  • May not wear armor.
  • Proficiency in one-handed weapons usable by Thieves and Single Weapon Style.
  • THAC0 progression matches a Fighter.
  • Can use Thief skills: Move Silently, Hide in Shadows, Find Traps (but cannot remove traps).
  • Acquires 10 skill points per level for Thief skills.
  • Increased movement speed every five levels.
  • When fighting with weapons, gains 1/2 attack at level 7 and an additional 1/2 attack at level 13.
  • Unarmed attacks gain 1/2 attack per 3 levels, with damage increasing at higher levels.
  • Unarmed strikes count as magical weapons from level 9, with effective enchantment increasing.
  • +2 to saving throws vs. Spells.
  • +1 bonus to AC vs. missiles every 3 levels.
  • May use Stunning Blow once per day per four levels.
  • Gains various abilities and immunities at higher levels.
  • Magic resistance starts at level 14 (42%) and increases by 3% per level, maxing at 78%.
  • Alignment restricted to Lawful.
  • HP gain: 8 per level for the first nine levels, 2 per level thereafter.

Monks offer high natural AC and powerful unarmed attacks, eventually matching a Fighter's effectiveness. However, they are less front-line capable until mid-levels, relying on ranged attacks or engaging already-occupied enemies. They cannot equip shields or most headgear and have fewer HP than Fighters.

Dark Moon Monk Kit:

  • May invest points in Detect Illusion (+10% to the ability).
  • May use Frozen Fist (+2 cold damage) once per day per four levels.
  • May cast Blindness once per day.
  • At level 3, may cast Blur once per day.
  • At level 7, may cast Vampiric Touch once per day.
  • At level 11, may cast Mirror Image once per day.
  • Cannot use Lay on Hands or Stunning Blow.
  • Alignment restricted to Lawful Evil.

The Dark Moon Monk kit offers some utility spells but lacks the Monk's signature abilities.

Sun Soul Monk Kit:

  • At levels 2, 6, 10, and 15, gains the ability to cast Sun Soulray (max 5d8 damage).
  • At level 5, may use Flaming Fists (+2-12 fire damage for up to five rounds at level 25) once per day.
  • At level 8, may use Greater Sun (Fireshield, Red) once per day.
  • At level 13, may use Sun Soulbeam (9d6, 30' radius) once per day.
  • Cannot use Lay on Hands or Stunning Blow.
  • Alignment restricted to Lawful Good.

The Sun Soul Monk kit provides offensive magical enhancements, with Flaming Fists offering a significant damage boost and Sun Soulbeam providing area-of-effect damage.

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