Summary

InBaldur’s Gate 3, Monk is a unique class that doesn’t necessarily rely on traditional weapons to deal damage. Though Monks can equip a variety of weapons with no issue, and some are even good for the class depending on the build, Monks typically benefit the most from armor and equipment that enhances Unarmed damage.

The best “weapon” for Monks inBG3that enhances their Unarmed attacks most directly is Gloves. Gloves often come with modifiers for extra Unarmed damage and hit chance, as well as other benefits specifically for Monks. With any of these best unarmed weapons,Monks can dish out some ridiculous damagewith just their bare fists, and most can be found relatively easily throughout the game.

Gloves of Hail of Thorns

Updated on Jul 28, 2025, by Rhenn Taguiam:While players eagerly await Hasbro’s plans withDungeons & Dragons, they can at least be reassured of the fact thatBaldur’s Gate 3is an accurate recreation of the hitD&D 5e’s mechanics - especially when it comes to the Monk and their rather enjoyable kit of fast-paced multi-hit combos. And while Monks can technically have special weapons at their disposal, dishing out good ol’ martial arts with Unarmed Strikes remains quite an excellent feeling for players, especially now withBaldur’s Gate 3giving Monks much-deserved visual displays of their attacks. As such, players who want to maximize their Monks’ fighting prowess as much as possible should consider the best Gloves for as Unarmed Weapons, such as those that inflict Attribute penalties, debuffs, and other disadvantages to opponents on the business end of these martial artists’ fists.

Cast Hail of Thorns as a 1st-Level Spell (Short Rest)

Fleetfingers

Location

Derryth Bonecloak (Ebonlake Grotto), Brem (Zhentarim Basement, after “Find the Missing Shipment”)

At first glance,Gloves of Hail of Thornsmight not be as helpful as an “Unarmed” weapon due to its nature: players still need to make a Ranged Weapon Attack for this to work. When casting Hail of Thorns with these Gloves, players now apply +1d10 Piercing Damage to their attack - but only if they’re using a Ranged Weapon. It’s in this caveat that makes this pair of gloves perfect for Unarmed Monks of lower levels, as this means their Monks can now opt to attack in Ranged when too far from the enemy and still provide some benefit to the battlefield. It’s only when they get up close that they can sheath their weapon and fight normally.

Braindrain Gloves

While Hail of Thorns is certainly not an extremely powerful Spell, casting it via these Gloves makes ita more convenient Spell in the Monk’s arsenal. This is because Hail of Thorns traditionally costs an Action and a Bonus Action to cast. In emergency situations where players can only rely on a Ranged Weapon Attack to get by, these Gloves are the perfect solution.

Jump after using Dash with no Bonus Action cost

Luminous Gloves

In a buried chest in the Forest after succeeding a DC 20 Perception Check

Considering how a bulk ofa Monk’s Unarmed Strikesare accessed via Bonus Actions, it can get tricky for players to use other movement abilities in theirBaldur’s Gate 3gameplay that can help them get out of sticky situations - such as Jumping. This changes withFleetfingers, which essentially gives Monks an extra burst of momentum they could use to get more out of their movement without spending too much of their action pool.

Gloves of the Automaton

Found in a buried chest in the Forest after succeeding a DC 20 Perception Check, fans might wonder what makes this pair of gloves worth the difficulty challenge. However, its worth is tied to its convenience: thanks to Running Jump players no longer have to use a Bonus Action to Jump after a Dash or a Dash-like movement. This means players won’t feel their Action go to waste to double their movement speed (Dash), as they get a Bonus Action to spare for their Flurry of Blows.

Make Enemies More Susceptible To Effects

Effects

Dealing Psychic Damage also inflicts Mental Fatigue for 2 Turns, inflicting -1 to WIS, INT, and CHA Save. Failing any of these Saves while having at least 5 Mental Fatigue remaining will inflict an additional 1d4 Psychic Damage.

Necrotic Laboratory, on a skeleton, beside the Blade of Oppressed Souls

Bhaalist Gloves in Baldur’s Gate 3

Fans who obtain the Blade of Oppressed Souls from the Necrotic Library (Mind Flayer Colony) will deal an extra +1d4 Psychic Damage to foes they strike - something that triggers the effect ofBraindrain Gloves. Whenever players deal Psychic Damage, these gloves will inflict two turns of Mental Fatigue, essentially debuffing foes for -1 to their WIS, INT, and CHA Saves. Failing Saves of these types while having at least five points of Mental Fatigue will deal 1d4 Psychic Damage to the victim, essentially priming them for effects of other Spells.

At first glance,the Braindrain Gloves having a Psychic Damage requirementcan seem impractical for Monks who don’t have immediate access to the damage type. Thankfully, relying on Illithid Powers and even the Resonance Stone can encourage Monks to dish out psionic blasts that inflict such debuffs - ensuring they have other roles on the battlefield other than dealing quite a lot of repetitive Unarmed Strikes.

Corellon’s Grace

Light The Way To Victory

Effect/s

STR Save +1, Radiating Orb Gloves (dealing Radiant Damage also inflicts Radiating Orb, which inflicts -1 Attack Rolls and makes the target glow)

Potter’s Chest, Ruined Battlefield

Players intrigued by the prospect of a Monk and Paladin orCleric Multiclass in theirBaldur’s Gate 3gameplayshould consider going to the Ruined Battlefield and acquiring theLuminous Gloves. When equipped, the Monk receives +1 to their Strength Saves, allowing them to resist pushes from opponents and other Strength-related difficulties.

However, the Luminous Gloves become worth the acquisition courtesy of its secondary effect, Radiating Orb Gloves. Whenever the wielder deals Radiant Damage, the target gets Radiating Orb for two turns. Throughout the duration, they suffer -1 to Attack Rolls and forces them to shed bright light on their immediate vicinity. This technically ensures Rogue-like enemies aren’t able to turn invisible for Sneak Attacks, and may even encourage players to try dabbling into divine-oriented kits for consistent Radiant Damage.

Servitor Of The Black Hand Gloves From BG3

Become A Cyborg

STR Save +1, Circuitry Interface (Bonus Action, Short Rest, 10 Turns, considered as Construct, Advantage on Attack Rolls and Lightning Resistance)

Barcus Wroot, Last Light Inn

Automatons are an interesting addition toBaldur’s Gate 3gameplay, especially forDungeons & Dragonsnewcomerswho didn’t know machines could fit in the TTRPG’s fantasy setting. And for players who get to the Last Light Inn, they can purchaseGloves of the Automatonfrom Barcus Wroot and gain rather surprising effects.

Not only do they gain a STR Save +1 that allows Monks to resist potentially-fatal pushes off ledges, but they also get access to the Circuitry Interface Bonus Action. When activated (once every Short Rest), the equipping Monk gets treated as an Automaton for 10 turns, as though they have become a cyborg or received robotic implants. Throughout the duration, players get Advantage on their Attack Rolls and gain Resistance to Lightning Damage - giving them a much-needed damage boost.

Flawed Helldusk Gloves From BG3

For The Perfect Anti-Mage Kit

Attack Rolls +1, Garrotte (Short Rest, inflicts 3d6 Damage per turn and Silence)

When players accepts Bhaal and beocmes an Unholy Assassin, Echo of Abazigal can sell this item.

Seraphic Pugilist Gloves From BG3

Should a Monk ofBaldur’s Gate 3treat a darker path and become an Unholy Assassin of Bhaal, they can obtain theBhaalist Gloves. These Very Rare Gloves indicate their allegiance to the Lord of Murder, essentially turning the Monk into a somewhat more brutal figure.

However, for players pursuing high-damage build, the Bhaalist Gloves are a perfect addition to their arsenal. Not only does this grant a +1 to all Attack Rolls, but the Monk wearing this can now do the Garrotte Action. This special move releases tendrils of shadows from the Monk that grabs the target, inflicting 3d6 Damage per turn and Silences them for the duration. The only caveat here is that neither the Monk nor the target can move, or else the effect ends. However, with its Short Rest recharge and output almost comparable to higher-level Spells per turn, this pair of Gloves can easily transform a Monk into a powerhouse.

Built Precisely For Flurry Of Blows

Natural Pugilist (+1 Bonus to Unarmed Attack Rolls and Damage), Unhampered Resistance (+2 Saves when Unarmored)

Auntie Ethel in the Hollow, Emerald Grove

At first glance, the Monk holding a staff likeCorellon’s Gracemight not fit the traditional image of a martial artist using punches and kicks to make quick work of enemies. However, enthusiasts of martial practices would remember that the staff is one of the most popular accompanying weapons for practitioners because of its flexibility, and this is precisely what Corellon’s Grace will do for a Monk wielding it.

Upon its acquisition from Auntie Ethel, a Monk wielding the staff will enjoy Unhamepered Resistance - essentially a +2 buff to all Saves as long as they are not wearing armor. Most importantly, Natural Pugilist gives them +1 to all Unarmed Attack Rolls and Damage. This might seem counterintuitive, as a regular staff attack is considered a Weapon Attack. However, this effect is tailored perfectly for Flurry of Blows, as they are considered Unarmored Attacks even if the Monk using them has a weapon in hand.

Wyrm’s Rock Fortress (Act 3)

When players get the opportunity to explore Wyrm’s Rock Fortress in Act 3 of theirBaldur’s Gate 3playthrough, they may be able to acquire theServitor of the Black Hand Gloves. Fans of the Forgotten Realms would tie the gloves immediately to Bane, also called the Black Hand, who serves as the campaign setting’s God of Tyranny. The gloves likely belonged to a member of a cult worshipping Bane, who was jealous of Mystra’s command of the Weave.

In the hands of a Monk, the Servitor of the Black Hand Gloves can become a decent asset to their repertoire of Unarmed Attacks. They also get to cast Fear once per Long Rest. The additional +1d4 Damage might not seem like much at first, but considering the Monk’s capabilities of multi-attacking in a turn, this damage number can quickly pile up. The only catch here is the item’s availability rather late in the game, especially when there are other more suitable and flexible options for the Monk to use.

STR Saves +1

Lesser Infernal Touch:Weapon Attacks deal +1d4 Fire Damage. Unarmed Attacks deal 1d4 Necrotic Damage and may inflict Bleeding.

Bleeding:Target takes 2 Slashing Damage at the start of each turn, and has Disadvantage on CON Saves.

Dammon, Last Light Inn (Act 2)

Should playersget an Infernal Iron and give it to Dammonto help with Karlach’s condition, the blacksmith can give them theFlawed Helldusk Gloves.This Act 2 item may not be of the same quality as its original variant, but its +1 to STR Saves and its Lesser Infernal Touch can be an asset to Monks and non-Monks alike.

For the martial artist, Lesser Infernal Touch endows their Unarmed Attacks with +1d4 Necrotic Damage. Not only that, their Unarmed Attacks may now inflict Bleeding - essentially forcing the afflicted to take 2 Slashing Damage per turn and receive Disadvantage to their CON Saves.

Open Hand Temple in Rivington (Act 3)

By the time players get access to the Open Hand Temple in Rivington, theSeraphic Pugilist Glovesare a must-have for their Monk. Thanks toits Angelclocker Knuckles effect, the Monk who wields this weapon will imbue their Unarmed Attacks with +1d4 Radiant Damage. At first glance, the Seraphic Pugilist Gloves is similar to other +1d4 Elemental Gloves like the Servitor of the Black Hand Gloves.

However, where this pair of gloves shines would be in its additional effect, in that Monks can cast Guiding Bolt as a 4th-Level Spell once per Long Rest. While this limited use might not seem like much, a Monk who can pull this off can likely score 7d6 Radiant Damage in one blow on top of gaining an Advantage to the next Attack Roll against the target.