This guide focuses on the best Monk build in Baldur’s Gate 3, the Way of the Open Hand subclass, and includes all components to build a powerful character.

Monk Class Guide
The Best Monk build Baldur’s Gate 3 is a skilled and disciplined martial artist, who harnesses their body’s inner energy to perform incredible feats of physical prowess and spiritual enlightenment. Monks are known for their unarmed combat, swift movement, and unique mystical abilities. They use a combination of unarmed attacks, polearms, and spells in Baldur’s Gate 3.
The Monk combat and gameplay focus on high movement speed, single target damage, and stuns. You make great use of your bonus actions and have multiple ways to deal with enemies. Expect this build to excel at crowd control with high mobility for a melee build.
This build has been updated for the latest version of Baldur’s Gate 3
Monk Class Pros | Monk Class Cons |
---|---|
Single Target Stuns | Low Health |
High Mobility | Weak Damage |
Multiple Attacks Per Turn | Limited Area Damage |
Monk Class Features & Mechanics
The following list presents class mechanics and features for Baldur’s Gate 3 Monk Way of the Open Hand Build:
- Primary Ability: Dexterity
- Weapon Proficiencies: Simple Weapons, Martial Weapons
- Ki: resource points to use special Monk attacks.
- Flurry of Blows: punch twice in quick succession.
- Unarmored Defense: While not wearing armour, you add your Wisdom Modifier to your Armour Class.
- Dexterous Attacks: Attacks with Monk Weapons and unarmed attacks scale with your Dexterity instead of your Strength if your Dexterity is higher.
- Deft Strikes: Attacks with Monk Weapons and unarmed attacks deal 1~4 Bludgeoning damage, unless their normal damage is higher.
- Unarmed Strike: After making an attack with a Monk Weapon or while unarmed, you can make another unarmed attack as a bonus action.
The Monk build and mechanics are very different from typical melee builds. Your armor, with Unarmored Defense, gives AC for having high Wisdom. That’s why our ability score will reach 16 during character creation. It’s important to use “clothing” for this reason. Additionally, Dexterity NOT Strength increases our damage with melee attacks. Another reason the ability score will look different than other builds. This is due to the two passives listed above. In summary, it’s critical to reach 16 Dexterity and 16 Wisdom. The damage scaling is Dexterity based so we will look to increase that with feats later in character progression.
The Best Baldur’s Gate 3 Monk Way of the Open Hand build allows you to excel in ranged combat, control the battlefield, and adapt to various situations. It offers a versatile and exciting playstyle that can be highly rewarding, particularly for players who enjoy strategic combat and unique builds.
Monk Best Subclass – Way of the Open Hand
The Best Subclass for the Monk is Way of the Open Hand, with additional uses for our bonus action, extra stuns, and crowd control. With this subclass and a martial melee focus, the Monk will be able to strike multiple times per turn and control enemies with Flurry of Blows. In Baldur’s Gate 3, the Monk class offers various subclasses, each with its own unique abilities and strengths. At level three, you can make your decision on which to pick. Here’s a brief description of the monk’s subclasses and their strengths:
- Way of the Open Hand: Focuses on combat with bare hands. Unarmed but dangerous you control ki to heal or deal damage.
- Way of Shadow: Specialize in stealth and subterfuge often referred to as shadow dancers, great spies, and ninja characters.
- Way of the Four Elements: This spellcasting subclass uses elements, and knows them as their own body.
This Monk Build will focus on unarmed combat; thus the Way of the Open Hand subclass makes a perfect selection.
Below is a list of Monk and Way of the Open Hand Subclass Features:
Monk Class Features
- Strength Saving Throw Proficiency
- Dexterity Saving Throw Proficiency
- Simple Weapon Proficiency
- Shortsword Proficiency
- Unarmoured Defense
- Martial Arts: Dextrous Attacks
- Martial Arts: Deft Strikes
- Martial Arts: Bonus Unarmed Strike
- Flurry of Blows
WAY OF THE OPEN HAND FEATURES
- Open Hand Technique: manipulate Ki’s Energy to add additional effects to Flurry of Blows.
- Wholeness of Body: Regain half of your Ki points, heal yourself and extra bonus action.
- Tranquility: Long Rests surround you with an aura of peace, granting you Sanctuary.
Recommended Background
The best background is Entertainer because it gives skill proficiency in Acrobatics and Performance. These two skills are high due to our ability score and help in dialogue specifically. Background primarily plays a role in outside-of-combat dialogue and exploration checks. Below are our background recommendations:
- Entertainer: represents characters who live to sway and subvert their audience, engaging common crowds and high society alike. Grants skill proficiency in Acrobatics and Performance.
- Outlander: As an Outlander, you have experience living off the land, navigating the wilderness, and surviving in harsh environments. This background provides proficiencies in skills like Survival and Athletics, which are valuable for a Monk’s exploration and survival abilities.
Race Choice for Baldur’s Gate 3 Monk Build
Wood Half-Elves are the best choice for the Monks because they get Civil Militia weapon proficiency, 12m Darkvision, and the best movement speed of all races. The Civil Milita racial feature is critical to unlocking weapon proficiency in Spears, Pikes, Halberds, and Glaives. Wood Half-Elves also have Fey Ancestry, giving an advantage on saving throws against being charmed and resistance to being put to sleep. A secondary option would be the Drow which also gets Fey Fey Ancestry and extra spells with Superior 24m Darkvision.
- Highest Movement
- Civil Militia
- Fey Ancestry
- Darkvision (12m)
- Fey Ancestry
- Super Darkvision (24m)
- Dancing Light Spell
- Faerie Fire
The Monk’s racial choice will not influence ability score, but everyone should get a +2 and +1 to spend regardless. This frees your race choice up to not completely hinder yourself based on ability score, but race features. Each of these races offers unique advantages that can enhance your combat prowess, survivability, or utility. Additionally, consider the roleplaying opportunities and character concepts that resonate with you.
Recommended Skills for Monk Build

Athletics and Insight are the best skills for the Monk Way of the Open Hand build in Baldur’s Gate 3. Select skills that skill in effectiveness based on your highest ability score like Dexterity and Wisdom. Note, you get different scores depending on the background you selected.
Here are the recommended skills for a Monk Way of the Open Hand:
- Athletics: Keep your footing in a precarious situation, such as when crossing a frozen lake, or traversing a high wire.
- Insight: You can discern the genuine motives of a being, whether it’s unraveling deception or foreseeing their upcoming actions
Remember that proficiency in skills can be gained through your choice of background in Baldur’s Gate 3. Consider your character concept and the role you want to play in the party when selecting skills to specialize in.
Best Monk Ability Scores

The best ability score for a Monk Build in Baldur’s Gate 3 is an ability score is one that prioritizes Dexterity, Wisdom, and Constitution.
Ability Score | Points Goal |
---|---|
Strength | 12 |
Dexterity | 16 |
Constitution | 13 |
Intelligence | 8 |
Wisdom | 16 |
Charisma | 10 |
The Monk’s priority ability is to reach at least 16 Dexterity with 16 wisdom. This will give you offensive capability, defensive with wearing unarmored clothing, and great saving throw protection. For this build, we recommend 13 Constitution and will reach 14 with a feat at level 4. Typically you don’t want odd numbers, because only even improves your rolls (saving and attack). However, very early on we will reach 14.
After you choose the class, subclass, race, and background, the game will automatically distribute your abilities in the character creation abilities tab. You will need to reprioritize the stats for the chart for the Best Monk build. Simply use the plus-minus in the character creator and make sure you have the suggested race, or the numbers will be off.
Monk Illithid Powers

Illithid Powers are unlocked later in the game when you learn more about the Mind Flayers and tadpoles. You can gain jars of Mind Flayer Parasite Specimens, consume them to gain one point. This is essentially another skill tree advancement with some very strong powers. If you decide to advance this skill line, these are the choices we suggest.
Here are the best Illithid Powers for the Monk Build:
- Charm: Channel the dark allure of the tadpole to Charm an enemy that attacks you, preventing them from attacking you until their next turn. This is the priority power you want to obtain because you can force enemies to attack something else. Hypothetically, you would react and use this when you are getting pressured and about to die.
- Psionic Backlash: When an enemy within 9m casts a spell, you can use your reaction to inflict ld4 Psychic damage to the caster per the spell’s level. This is a passive and hard counter to casters near you.
- Repulsor: deal force damage and Force Push anything and anyone back 6m. This is a great area knockback and does good damage early in the game.
- Psionic Dominance: When an enemy within 18m targets you with a spell of a Level that is lower than or equal to your Proficiency Bonus, you can use your reaction to nullify the spell. The passive feature that helps against spell casters.
- Shield of Thralls: Conjure a volatile shield around yourself or an ally, granting the target 10 temporary hit points. If these temporary hit points are lost due to incoming damage, the shield bursts, possibly Stunning nearby foes. This can be a useful defensive shield when expecting or taking pressure.
Monk Level Progression
Level 1

At level one, the Monk unlocks Flurry of Blows. Flurry of Blows: punch twice in quick succession. This will be your primary damage source and can use it as a bonus action. Even right away, you can use an action for a weapon attack and Flurry of Blows for an additional attack even at level one. Additional passives granted at level 1 as a monk:
- Ki: resource points to use special Monk attacks can be replenished on short rest.
- Unarmored Defense: While not wearing armour, you add your Wisdom Modifier to your Armour Class. This is why we want high Wisdom and only use clothing not armor unless it gives more Armour Class (AC).
- Dexterous Attacks: Attacks with Monk Weapons and unarmed attacks scale with your Dexterity instead of your Strength if your Dexterity is higher. This is the reason our primary offense stat is Dexterity, not Strength.
- Deft Strikes: Attacks with Monk Weapons and unarmed attacks deal 1~4 Bludgeoning damage, unless their normal damage is higher.
- Unarmed Strike: After making an attack with a Monk Weapon or while unarmed, you can make another unarmed attack as a bonus action.
You will get your subclass at level 3, so don’t expect it during character creator. Gameplay at the start is very simple, charge in and attack with a Polearm preferred, and Flurry with bonus action. Look for Polearms or Halbreds as weapon sources, use clothing not armor (light, medium, or heavy), and start leveling up.
Level 2

At level 2, the Monk unlocks a lot of class features and actions including an additional Ki point. Here’s what to expect as a level two Monk:
- Unarmoured Movement: Your movement speed increases by 3m while you are not wearing armor or using a shield.
- Patient Defense: using a bonus action and a Ki Point, Attack Rolls against you have Disadvantage, and you have Advantage on Dexterity Saving Throws.
- Step of the Wind: Dash (Action): using a bonus action and a Ki point, Double your movement speed. Jump no longer requires a bonus action.
- Step of the Wind: Disengage (Action): using a bonus action and a Ki point, Retreat to safety by Disengaging. Jump no longer requires a bonus action.
If we unpack these additional class features and actions, it gives us more incentive to use clothing not armor due to movement speed increase. With Patient Defense, you can give disadvantage. This forces the enemy to roll two d20 and take the lowest. It basically gives you a big offensive and defensive advantage against an enemy. You will also have much higher mobility with Step of the Wind Dash and Disengage. The Dash in particular is extremely useful because it can be used as a bonus action.
Combat at this point remains the same, except throwing in a Patient Defensive when you need protection or a big hit against an enemy.
Level 3

At level 3, we will select the Way of the Open Hand Monk subclass. This will unlock the following:
- Open Hand Technique: manipulate Ki’s Energy to add additional effects to Flurry of Blows.
- Deflect Missiles: Use your reaction to reduce the damage from a ranged weapon attack.
What this does is essentially morph our Flurry of Blows into three different forms. Stagger: to stagger an enemy; Push: to knockback; and Topple: to knock over in Prone. Each still cost a bonus action, rather than an action. This allows you to control the enemy, primarily I use Topple and Push. Prone is a great status effect that essentially takes a turn away from an enemy. You want to use this constantly or knock-off ledges with Push.
Level 4


At level four, you get to pick a Feat along with a Ki Point and Slow Fall. Let’s breakdown what to do and why.
Slow Fall: When you fall, you can use your reaction to gain Resistance to Falling damage.
Tavern Brawler Feat: When you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifier is added twice to the damage and Attack Rolls. Also, lets you choose +1 ability score in Strength or Constitution. With our +1 selection we will reach 14 Constitution giving us an even number and more health. This will help us do more damage with Strength. At this point, Elixirs of Hill Giant Strength become very important to add a ton of damage.

Gameplay remains unchanged at this point.
Level 5

As a level 5 Monk, our power dramatically increases via a new class feature along with some extra utility.
Extra Attack: can make an additional free attack after making an unarmed or weapon attack.
Stunning Strike (Melee): use action to possibly stun the target.
Stunning Strike (Unarmed): use action to possibly stun the target.
You can new use an action and a bonus action to stun a target. This gives the Monk tons of single-target crowd control, and if you miss on attempt number one you can try again. You get two attacks with one action thanks to Extra Attack and can still use a bonus action for another attack. This opens up a lot of offensive possibilities. The easiest thing to do is target the hardest-hitting enemy and simply lock them down with constant stuns, knockback, and prone status effects.
Level 6

At level 6, expect even more to unlock for your class and subclass.
Here’s the breakdown of the Monk at level 6 in Baldur’s Gate 3:
- Improved Unarmoured Movement: Your movement speed increases by 4.5m while you are not wearing armor or using a shield.
- Ki Empowered Strikes: Your unarmed attacks count as magical for the purpose of overcoming enemies’ Resistance and Immunity to non-magical damage.
- Manifestation of Body: Your unarmed attacks deal an additional 3-6 Necrotic damage.
- Manifestation of Mind: Your unarmed attacks deal an additional 3-6 Psychic damage.
- Manifestation of Soul: Your unarmed attacks deal an additional 3-6 Radiant damage.
- Wholeness of Body: heal for 18 Regain half your Ki Points and have an extra bonus action for 3 turns.
To summarize the changes, you get additional benefits from not using armor for movement speed purposes. You get a bit more damage on unarmed attacks. The biggest change is Wholeness of Body, giving you an extra bonus action for 3 turns. It does cost an action to use, but heals, gives Ki Points and more offensive potion for a few turns.
Gameplay: Its smart to use Wholeness of Body when you aren’t able to reach an opponent or turn one when you want extra attacks for the duration of a longer fight.
Level 7

As a Level 7 Monk, you unlock more Ki points and some defensive class features.
- Evasion: When a spell or effect would deal half damage on a successful Dexterity Saving Throw, it feels no damage if you succeed, and only half damage if you fail.
- Stillness of Mind: If you are Charmed or Frightened, you automatically cast Stillness of Mind to remove the condition.
Gameplay remains the same at this level, just more defensive capabilities.
Level 8
At level 8, you get another feat selection and I suggest taking the Ability Improvement.
Ability Improvement Dexterity: Increase your Dexterity to +2 which will help with damage. This will be the last feat we take for this build, but ability improvements are always solid choices and it’s harder to increase Dexterity than say Strength due to consumables.
Hitting 18 in Dexterity means big damage, higher percentage to hit and zero complex gameplay mechanics.
Level 9
At level 9 the Way of the Open Hand Monk unlocks one more Ki Point, 3 subclass features, and Advanced Unarmoured Movement.
Advanced Unarmoured Movement (class feature): Difficult Terrain doesn’t slow you down and you can Jump an additional 6m while you are not wearing armour or using a shield.
- Ki Resonation Punch (subclass Feature): Hit a creature with your bare fists, making the ki in its body Resonate with yours.
- Ki Resonation Punch Bonus Action (subclass Feature): Hit a creature with your bare fists, making the ki in its body Resonate with yours.
- Ki Resonation Blast (subclass Feature): Detonate the ki of a creature Resonating with you, hitting the creature and anyone within 5m of it.
This is where the Monk starts to get interesting with Ki Resonation. Think of the Punch either an action or a bonus action as a “debuff.” You essentially mark the target with Resonation and then can activate Ki Resonation Blast (which doesn’t cost an action or a bonus action) to blow up the target with force damage. It also has a 5m area damage component to us, solving one of the builds weaknesses up until this point.
Ideally, you’d want to spend a bonus action on this vs an action because the Resonation Punch damage is somewhat weaker than your normal action-based attacks. Consider using one of these attacks either with an extra attack or bonus action to mark the target then explode them without using an action or reaction!
Level 10
We have three more levels to go with the Monk and we need to make an important decision. For the next three levels, the Monk only gets a movement passive and another one when you long rest, and at max level 12, a feat. Which in the grand scheme of the builds performance is minimal improvements. What I suggest at this point is to multi-class the last three levels to get another bonus action.
The Thief Rogue with 3 levels will give you the following:
- Sneak Attack: (not useful for this build)
- Cunning Action Hide, Dash or Disengage
- Fast Hands (two bonus actions)
- Second-Story Work (Resistance to fall damage)
When you hit max level with this build, you would then be able to attack twice with your action, and use two bonus actions giving you four attacks in one turn. The two alternatives are Fighter for Action Surge, but that isn’t every turn just one more action per short rest. Or you can remain in the Monk level until 12. I highly suggest switching because the Monk craves another bonus action and the games combat revolves around actions and bonus action resources.
You can amplify two skills, which I recommend Acrobatics and Sleight of Hand if you use this Monk in replacement for a Rogue or Ranger.
Level 11
Level 11 will seem a bit lack luster, because our bonus action won’t be used for hiding or running away but it will get much more useful at level 12. The second level in Thief gives you:
- Cunning Action Hide: Hide from enemies by succeeding Stealth checks. Stick to the dark and avoid enemy sightlines. Attacking or casting a spell will reveal your location.
- Cunning Action Dash: Cover more distance this turn: double your Movement Speed.
- Cunning Action Disengage: Retreat safely: moving won’t provoke Opportunity Attacks.
The benefit of Cunning Action is having Dash be a bonus action rather than an Action. This allows you to use the bonus action and cover a massive distance with the Monk’s high movement speed.
Level 12
Now you’ve reached max level 12 in Baldur’s Gate 3 as a Monk, congratulations! With three levels into Rogue, we want to take another level in the Thief Subclass giving us Fast Hand and an extra bonus action. Now, each turn if you attack with your action, you should get two attacks, two bonus actions for four in total!
Best Companions for Monk Build
The best companion for a Monk Build in Baldur’s Gate 3 is Lae’zeal because she’s a melee-focused damage dealer. When you combine the Monk and another front-line fighter in cooperation the pressure and crowd control on the group is great.
- Lae’zeal (Fighter): damage, crowd control, and in-your-face aggression.
- Shadowheart (Cleric): buffs, healing, and control.
- Gale (Wizard): Used for area base damage, crowd control, and range.
It’s important to note that party composition and synergy play a significant role in determining the effectiveness of your companions. Consider the strengths and weaknesses of each companion and how they align with your main character’s abilities and playstyle.
Best Gear for Baldur’s Gate 3 Monk Build
Beginner: Starting the Game
Here’s the best beginner gear for the Open Hand Monk Build in Baldur’s Gate 3:
Gear Slot | Best Gear Item |
---|---|
Head | Marksmanship Hat |
Cape | – |
Chest | Bloodguzzler Garb |
Gloves | Gloves of the Underdog |
Boots | Featherlight Boots |
Necklace | Amulet of Misty Step |
Ring | Crusher’s Ring |
Ring | Ring of Psionic Protection |
Weapon 1 Main Hand | – |
- Marksmanship Hat: You gain a +1 bonus to Attack Roll and Thrown Attack Rolls.
- Sold by Roah Moonglow in Moonrise Towers in Act 2
- Bloodguzzler Garb: Grievous Retribution: When an enemy damages the wearer, they gain Wrath for 1 Turn.
- You can loot it from Bulette’s body in the Underdark.
- Gloves of the Underdog: The wearer gains Advantage on melee attack rolls while surrounded by 2 or more foes. Strength Saving Throws +1
- Found inside Dror Ragzlin’s treasure chests in the Shattered Sanctum ( X: 298 Y: 66 ).
- Featherlight Boots: When the wearer has 50% Hit Points or less, their Movement Speed is increased by 3m / 10ft.
- One of two choices in reward given to you by Sovereign Glut for helping him kill Sovereign Spaw during Avenge Glut’s Circle.
- Amulet of Misty Step: Grants Misty Step Level 2 Conjuration Spell
- You can find it in the chest behind the ogre Polma in the Defiled Temple within the Goblin Camp
- Crusher’s Ring: Movement Speed +3m
- Can be stolen or looted from Crusher in the Goblin Camp in Act 1
- Ring of Psionic Protection: Wearer cannot be charmed
- Can be a quest reward from Omeluum or you can simply buy it from him, Myconid Colony in the Underdark.
Advanced: End-Game
The following table presents the best advanced and end-game gear for the Open Hand Monk Build in Baldur’s Gate 3:
Gear Slot | Best Gear Item |
---|---|
Head | Mask of Soul Perception |
Cape | Fleshmelter Cloak |
Chest | Vest of Soul Rejuvenation |
Gloves | Gloves of Soul Catching |
Boots | Boots of Uninhibited Kushigo |
Necklace | Surgeon’s Subjugation Amulet |
Ring | Killer’s Sweetheart |
Ring | Ring Of Blink |
Weapon 1 Main Hand | – |
- Mask of Soul Perception: Gain a +2 bonus to Attack Rolls, Initiative Rolls, and Perception Checks.
- Upstairs room at the Devil’s Fee, locked in a Gilded Chest in Act 3
- Fleshmelter Cloak: Whenever a creature deals melee damage to the wearer, that creature takes 1~4 Acid Damage
- Found in the House of Healing Morgue, in a chest above a massive pit of acid fumes.
- Vest of Soul Rejuvenation: Whenever the wearer succeeds on a Saving Throw against a spell, they regain 1-4 hit points; The wearer can use a reaction to make an unamred strike against any attacker that misses; Armour Class +2
- Can be purchased from Sorcerous Sundries in Act 3
- Gloves of Soul Catching: Your unarmed attacks deal an additional 1~10 Force Damage; Once per turn, on an unarmed hit, you regain 10 hit points. Alternatively, you may forego healing to gain Advantage on Attack Rolls and Saving Throws until the end of your next turn; Constitution +2 (up to 20)
- Can be looted from Raphael in Act 3
- Boots of Uninhibited Kushigo: The wearer deals additional damage equal to their Wisdom Modifier with unarmed strikes.
- Dropped by Prelate Lir’i’c in Act 3
- Surgeon’s Subjugation Amulet: Once per Long Rest, when scoring a critical hit on a humanoid, the wearer can Paralyse the target for 2 turns.
- Can be looted from Malus Thorm at the House of Healing in Act 2
- Killer’s Sweetheart : When you kill a creature, your next Attack Roll will be a critical hit. Once spent, this effect refreshes after a Long Rest.
- Can be found laying on the ground at the top of the stone structure in the Self-Same Trial inside the Gauntlet of Shar ( X: -833 Y: -729 ).
- Ring Of Blink: Allows the wearer to learn and cast Blink.
- Found underneath a sitting Tressym in Riverton (Act 3). You must successfully ask the winged cat to move aside for you.
Monk Gameplay Tips and Tricks
Here is a list of 10 gameplay, combat, tips, and tricks when playing the Monk in Baldur’s Gate 3:
- Mobility: Monks have one of the highest movement speeds for a melee build so take advantage of it offensively and defensively.
- Bonus Actions: make sure to use your bonus action every turn for an extra attack or utility.
- Stuns: the Monk excels at single-target crowd control, and in later levels, you can make multiple attempts.
- Armor: make sure to use clothing not light, medium, or heavy armor as it’ll destroy your mobility.
- Weapons: use Halbred primarily for extra range and feat Polearm Master.
- Consumables: Using potion of speed gives you a secondary action for 3 turns and is very helpful.
- Wholeness of Body: use this skill early during long duration fights for 3 extra turns of bonus action.
- Ki Points: make sure to refresh these points after combat so you don’t run out during each encounter.
- Opening Turn: attempt to reach a target for attack or use bonus action for double movement speed.
- Throw: you can throw objects when not in melee range to help keep damage high.
Remember, this build guide serves as a foundation, and you can always adapt it to suit your preferences and the needs of your campaign. Enjoy playing as a formidable Way of the Open Hand Monk!
Best Baldur’s Gate 3 Monk Way of the Open Hand Build Guide Summary
Mechanics
- Extra Attack
- Ki Points
- Flurry of Blows
- Unarmoured Defense
- Way of the Open Hand
Abilities Distribution
- Strength: 10
- Dexterity: 16
- Constitution: 14
- Intelligence: 8
- Wisdom: 16
- Charisma: 10
Best Companions
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