Summary
InBaldur’s Gate 3, theWay of the Drunken Masteris a unique and flavorful subclass for monks that embodies an unorthodox fighting style. This monk subclass brings a tipsy charm to combat, turning unsteady steps into unexpected strikes. The Drunken Master monk’sspecial attacks apply the drunk status effect on enemies, imposing disadvantage on Dexterity and Charisma checks. While not one of thestrongest monk subclasses, the Drunken Master can be extremely fun to play.
Players looking to embrace the chaotic grace of the Drunken Master monk can benefit from a handful of bespoke items for this subclass, and that makes stumbling through combat feel surprisingly effective. Here are a few of the best items that make the Drunken Master monk not just viable, but also a lot of fun to play.
1Drunken Cloth
Grants Advantage On Constitution Saving Throws While Drunk
The Drunken Cloth is a perfect fit for the Drunken Master monk. While inebriated, theygain advantage on Constitution saving throws and receive temporary hit pointsequal to their Constitution modifier.
These robes also allow monks to add their full Dexterity modifier to their Armor Class, and the improved Constitution saves make it easier to maintain concentration,useful if the monk dips into spellcasting or uses scrolls to cast them.
2Punch-Drunk Bastard
Grants Advantage On Attack Rolls While Drunk
ThePunch-Drunk Bastardis a greatclub that’s treated as a dedicated monk weapon, and it truly comes alive in the hands of a Drunken Master monk. While inebriated, the weapon grantsadvantage on attack rolls and deals 1d4 AoE thunder damage with each strike.
However, players should exercise caution when relying on the greatclub’s thunder AoE damage, as it also affects allies. Pairing the Punch-Drunk Bastard with the Gloves of Belligerent Skies turns the Drunken Master monk into an absolute menace on the battlefield.
3Amulet Of The Drunkard
Heals The Wearer For 2D4 HP When Drunk
The Amulet of the Drunkard received a welcome rework inBaldur’s Gate 3’sfinal patch, nowhealing the Drunken Master monk for 2–10 HPat the start of each turn and extending their drunk condition from 3 to 5 rounds.
Monks can pair the healing effects of the Amulet of the Drunkard with the Whispering Promise ring to gain the benefits of the Blessed condition, improving attack rolls and saving throws.
4Boots Of Uninhibited Kushigo
The Wearer Deals Additional Unarmed Damage Equal To Their Wisdom Modifier
TheBoots of Uninhibited Kushigoare a must-have for monks who rely on unarmed combat. They grant bonus damage equal to the monk’s Wisdom modifier with each unarmed strike. Since they can beobtained early in Act 3, they deliver a much-needed power spike as monks approach the endgame. For instance,a monk with 20 Wisdom will add a flat +5 to every unarmed strike, which quickly compounds when factoring in extra attacks andHaste.
Just be aware, these boots can be easily overlooked if players don’t loot the Githyanki honor guard’s corpse before leaving the Astral Plane.
5Gloves Of Soul Catching
Deals Additional 1d10 Force Damage With Unarmed Attacks
TheGloves of Soul Catchingare an excellent choice for monks who wish to maximize their unarmed damage. They grant anadditional 1–10 force damage with unarmed strikes and provide a +2 Constitution bonus.
Additionally, after making an unarmed attack, the wearer can choose toheal for 10 HP or gain a +5 bonus to their attack rolls or saving throwsuntil the start of their next turn.
6Diadem Of Arcane Synergy
Deals Additional Damage Equal To Wearer’s Spellcasting Modifier
Drunken Master monks can gain a significant advantage from pairing theDiadem of Arcane Synergywith the Punch-Drunk Bastard greatclub, asthe diadem adds their spellcasting modifier to their weapon damage rolls. Since the Diadem can be acquired in Act 1, it allows Drunken Master monks to incorporate clubs and quarterstaffs into their arsenal early on.
The true potential of the Diadem is unlocked when monks acquire both the Gloves of Belligerent Skies and the Punch-Drunk Bastard greatclub. With these two items, they can consistentlyinflict the Reverberation condition while dealing thunder damage, single-handedly controlling melee combat.
7Gloves Of Belligerent Skies
Inflicts Reverberation When Dealing Radiant, Thunder, or Lightning Damage
As highlighted above, Drunken Master monks wielding the Punch-Drunk Bastard should consider pairing it with theGloves of Belligerent Skies, as they allow the wearer to capitalize on the club’s thunder damage. These gloves apply two turns of Reverberation to enemieswhen they take thunder, lightning, or radiant damage, reducing theirStrength,Dexterity, andConstitutionsaving throws by 1.
Additionally, if enemies accumulate 5 or more turns of Reverberation, they must succeed on a DC 10 Constitution saving throw or take 1d4 thunder damage, fall prone, and consequently lose their turn.
8The Whispering Promise
Grants +1d4 Bonus To Attack Rolls & Saving Throws When Healed
The Whispering Promisering can be acquired early in Act 1, and itgrants the Blessed condition to its wearer for two turns whenever they are healed. Pairing the Amulet of the Drunkard with the Whispering Promise allows monks to consistently heal during combat while also enjoying the benefits of the Blessed condition. Alternatively, monks who use weapons instead of unarmed attacks can pair the Whispering Promise ring with theBroodmother’s Revengeamulet to coat their weapon with poison whenever they are healed.
This synergy transforms the Drunken Master monk into a self-sustaining brawler, with added resistance against enemy spellcasters.