Tavern Brawler Monk (Honour Mode)
Final composition:
- [SOLO]: Open Hand Monk 6 / Thief Rogue 4 / Fighter 2
- [PARTY]: Open Hand Monk 9 / Thief Rogue 3
Why this split
Tavern Brawler adds the strength modifier twice to unarmed attack and damage rolls — that’s the engine. Stunning Strike removes enemy turns entirely; Flurry of Blows removes lives. Ki points come back on short rest, making the monk a perfect candidate for Potions of Angelic Reprieve. The Fighter levels in solo provide armour proficiencies + Action Surge to beef up the action economy; the party build instead gets the upgraded 1d8 Ki damage, Evasion, and Ki Resonation.
Origin: Karlach [2d4 Fire damage from Act 1] or Astarion [1d10 Necrotic in Act 3]. ⚠️ Soul Coins are bugged: they last until long rest, don’t require Karlach to be raging or at low health, and add 2d4 Fire (not the intended 1d4) to unarmed attacks.
Character Creation
| Field | Pick |
|---|---|
| Origin | Karlach (solo) or Astarion (party) |
| Race | — |
| Background | Player’s choice |
| Class | Monk (Open Hand) |
| Skills | Athletics required, rest player’s choice |
Stats (solo): STR 8, DEX 17, CON 15, INT 8, WIS 16, CHA 8
How Tavern Brawler Works on Punches (read once)
- Unarmed attack roll: +STR mod twice (Tavern Brawler adds it again).
- Unarmed damage: +STR mod twice.
- With Elixir of Hill Giant Strength at level 4: 21 STR → +5 mod → +10 to attack and damage, +20 per Flurry of Blows. “GG.”
- Act 3 finisher: the Resonance Stone (setup item) grants an aura of psychic damage vulnerability.
Level-by-Level
L1 — Monk 1
- Bonus Action Unarmed Strike, Deft Strikes, Flurry of Blows, Unarmoured Defence.
L2 — Monk 2
- Patient Defence; Step of the Wind: Dash + Disengage; Unarmoured Movement.
L3 — Monk 3 — Open Hand — power spike
- Deflect Missiles; Flurry of Blows: Push / Stagger / Topple (Topple = prone + shove).
L4 — Monk 4
- Tavern Brawler (+1 CON). Elixir of Hill Giant Strength = 21 STR — the build comes online.
L5 — Monk 5
- Stunning Strike — “simply delete the enemy turn.”
L6 — Monk 6
- Manifestation of Body / Mind / Soul; Wholeness of Body.
L7 — Monk 7
- Evasion (party build); Stillness of Mind.
L8 — Monk 8
- Feat: Alert.
L9 — Monk 9
- Ki Resonation: Punch / Blast (party build — 1d8 damage).
L10 — Rogue 1
- Skills: Athletics, Stealth.
L11 — Rogue 2
- Cunning Action: Dash / Disengage / Hide.
L12 — Rogue 3 — Thief
- Fast Hands — the second bonus action. “Nutty” action economy.
Build Variants
| Variant | Split | Notes |
|---|---|---|
| Solo | 6 OH Monk / 4 Thief / 2 Fighter | Stats 8/17/15/8/16/8. Fighter levels = Action Surge for endgame round-ones (Raphael, Ansur). If low AC hurts early, take a Fighter level for armour + medium armour instead — slows martial progression but may be worth it. |
| Radiant Orb (Impossible Challenge) | Solo: 1 Fighter / 6 OH / 4 Thief / 1 Fighter · Party: 1 Fighter / 8 OH / 3 Thief | Stats 8/17/15/8/16/8 (solo), 8/16/15/8/16/10 (party). Radiating Orbs shed light and reduce the afflicted’s attack rolls by −1 per orb (cap −10). Holy Lance Helm applies radiant on a miss → Luminous Gloves apply orbs to radiant-damage targets → Luminous Armour applies orbs to enemies around you → at monk 6 unarmed hits do radiant → the feedback loop becomes extremely powerful. |
Key Items
| Item | Act | Why | ⭐ |
|---|---|---|---|
| Elixir of Hill Giant Strength | general | 21 STR from level 4 — the build’s online switch | ⭐ |
| Gloves of Uninhibited Kushigo | 1-2 | Gloves | |
| Disintegrating Nightwalkers | 2 | Boots | |
| Wavemother’s Cloak | 1-2 | Cloak | |
| Crusher’s Ring | 1-2 | Ring | |
| Bow of Awareness / Titanstring | 1-2 | Ranged alt | |
| Adamantine Mace | 1-2 | ⚠️ its “ignores bludgeoning resistance” property applies to unarmed attacks too | ⭐ |
| Adamantine Shield | 1-2 | Offhand alt | |
| Resonance Stone | 3 | Setup: psychic damage vulnerability | ⭐ |
| Shadeclinger Armour | 3 | Equip/remove for advantage on saves | |
| Elixir of Hill Giant / Cloud Giant Strength | general | Consumables | ⭐ |
Combat Pattern
- Initiative: high DEX + Alert — set up Stuns/Prone on the hard target first, or pick off small enemies to swing the action economy.
- Standard turn: Flurry of Blows (Topple = prone + shove) → Stunning Strike the priority target → Cunning Action (Hide/Dash) + Fast Hands.
- Act 3: equip the Resonance Stone — psychic damage vulnerability on everything.
- Resources: Ki refunds on short rest — chain Potions of Angelic Reprieve; save Action Surge (solo) for boss round-ones.
Act-by-Act Priority
| Act | Priority | Notes |
|---|---|---|
| 1 | Hill Giant elixir, Karlach soul coins (bugged 2d4) | Online at level 4 — +20 flurry |
| 2 | Evasion, Disintegrating Nightwalkers, Crusher’s Ring | Full control kit |
| 3 | Resonance Stone, Cloud Giant elixir, full itemisation | ”Damage in Act 3 will be much much higher” |
Honour Mode Reminders
- ⚠️ Single-target only — the party must handle AOE threats while you delete the boss.
- Elixir-dependent: if you lose the Hill Giant elixir window, damage drops hard.
- Melee needs Constitution — keep the +1 CON from Tavern Brawler and the elixir CON.
- Solo: solve AC early (Fighter armour or Shield — you give up Unarmoured Movement speed and the WIS-to-AC bonus).
- Turn Buffering tech (see Tips) pairs perfectly with short-rest Ki recycling.
Source
- Build PDF (canonical, updated 2026-07-18): Party Build Template — Google Drive
- Dedicated video build guide (secondary): OH Monk Build Guide