Arkhios
2018-03-11, 06:41 PM
Some time ago I had an idea to try and come up with fun, yet surprisingly functional combinations between the various Monastic Traditions and the other classes.
As a generic framework which I shouldn't slip away from, I decided that each one of these concepts would have to have (at least!) 14 levels of monk and the remaining levels in (only) one other class.
The intent is to use printed resources only!
Below are concepts I have come up with so far:
Half-elf (+1 Dex, +1 Wis, +2 Cha)
Str 8, Dex 16, Con 12, Int 8, Wis 16, Cha 15
College of Lore or Whispers 6/Way of Shadows 14
+4 Dex, +3* Cha, Actor*
This concept plays around with the idea of creating a "Dark Sun Assassin" because of College of Whispers. Actor feat is purely because of this side of the coin. It helps you impersonate someone you're not to better approach your target unnoticed, and as a Bard, you'll definitely want better Charisma. Wisdom 16 is basically the same as if you had Mage Armor always active (AC 13+Dex). Unfortunately, Bards don't get Shadow Blade by default.
Of course, you could swap College of Whispers for Lore to create a "Soul Knife" instead of an "Assassin", by grabbing Shadow Blade via Additional Magical Secrets. Otherwise, I would keep the stats as they are.
Mountain Dwarf
Str 16, Dex 14, Con 16, Int 9, Wis 13, Cha 8
Totem Warrior 3/Drunken Master 17
+4 Str, +4 Con
Basically a Brawler that hits particularly hard with fists. You won't get much higher than 17 AC with point-buy, but you'll have Dodge as a bonus action should you need it, which is definitely nice, but your primary gimmick is to add Rage bonus to damage on your Flurry of Blows, as often as you can, with unarmed strikes dealing 1d10+modifiers.
This concept would work a lot better if you rolled your stats and you rolled really, really well. At least good enough so that you can afford taking both Durable and Dwarven Fortitude feats.
That said, you'd probably want to pick Bear Totem Spirit, if for nothing else, then just for that resistance to nearly every damage type in the game.
Lightfoot Halfling (+2 Dex, +1 Cha)
Str 10, Dex 17, Con 14, Int 8, Wis 15, Cha 9
Trickery Cleric 6/Shadowdancer 14
+3 Dex, +5 Wis
As a lightfoot halfling, you can attempt to hide behind another creature at least one size larger than you.
As a Shadowdancer, you can teleport within shadowy conditions, and, admittedly subject to your DM's approval, you might be able to teleport from a creature's shadow to another, if there's a reasonably bright source of light creating shadows.
As a Trickery Cleric, you can create a copy of yourself and accomplish a number of funny tricks with it and the darkness.
Fallen Aasimar (+2 Cha, +1 Str)
Str 9, Dex 14, Con 12, Int 8, Wis 15, Cha 16
Grave Cleric 6/Long Death Monk 14
+6 Dex, +1 Str, +1 Wis
This is just for those extra edgy purposes. Making you a really frightening participant in combat. Two ways of causing fear in your opponents can become handy, and this also makes you a fairly good defender thanks to Grave Domain.
Air/Earth/Fire/Water Genasi
Ability Scores: Special (See, Shtick)
Land Druid 3/Elementalist 17
Imho, instead of being Way of the Four Elements, the Monastic Tradition feels like "The Way of the Four Elements, choose one" :smallbiggrin:. If I were the DM, I would give the Elemental Attunement to every monk of the Four Elements as a bonus, and then let them choose two other elemental disciplines at 3rd level. If you're the DM, I'd suggest to do the same.
Now, onto the build itself. For race, Genasi make for a pretty flavorful race, although in this case I guess I'll have to make a stat/elemental discipline distribution for each subrace separately.
In lack of a better Druidic Circle, I chose to go with one of the Circle of Land's options. Fortunately, that choice can help you choose your Elemental Disciplines, so that's some synergy in there. Also, your choice of Genasi subrace can also help with your choice of the Land, and thus with the Elemental Disciplines.
Unlike most monks, Elementalists actually want to get Wisdom as high as possible, because many of their Elemental Disciplines rely on it.
Air Genasi
Str 8, Dex 16, Con 15, Int 12, Wis 15, Cha 8
Arctic Circle
+5 Wis, +2 Dex, +1 Con
Elemental Disciplines:
3rd level: Fist of Unbroken Air or Rush of the Gale Spirits (Gust of Wind)
6th level: Clench of the North Wind (Hold Person)
11th level: Ride the Wind (Fly)
17th level: Breath of Winter (Cone of Cold)
Earth Genasi
Str 14, Dex 15, Con 14, Int 8, Wis 15, Cha 8
Mountain Circle
+3 Dex, +5 Wis
Elemental Disciplines:
3rd level: Fist of Unbroken Air or Fist of Four Thunders (Thunderwave)
6th level: Gong of the Summit (Shatter)
11th level: Eternal Mountain Defense (Stoneskin)
17th level: Wave of Rolling Earth (Wall of Stone)
Fire Genasi
Str 8, Dex 15, Con 14, Int 14, Wis 15, Cha 8
Desert Circle
+5 Wis, +3 Dex
Elemental Disciplines:
3rd level: Fangs of the Fire Snake or Sweeping Cinder Strike (Burning Hands)
6th level: Gong of the Summit (Shatter)
11th level: Flames of the Phoenix (Fireball)
17th level: River of Hungry Flame (Wall of Fire)
Water Genasi
Str 8, Dex 15, Con 15, Int 12, Wis 16, Cha 8
Coast Circle
+4 Wis, +3 Dex, +1 Con
Elemental Disciplines:
3rd level: Shape the Flowing River or Water Whip
6th level: Clench of the North Wind (Hold Person)
11th level: Mist Stance (Gaseous Form)
17th level: Breath of Winter (Cone of Cold)
Human (Martial Adept, +1 Dex, +1 Wis)
Str 10, Dex 16, Con 14, Int 8, Wis 16, Cha 8
Battle Master 6/Kensei 14
+4 Dex, +4 Wis
The idea of this is to be self-reliant master of weapons, basically. You'll want to focus in using weapons instead of unarmed strikes with this build.
Human (Martial Adept, +1 Dex, +1 Wis)
Str 10, Dex 16, Con 14, Int 8, Wis 16, Cha 8
Battle Master 6/Martial Artist 14
+4 Dex, +4 Wis
The Way of the Open Hand makes you the ultimate Martial Artist. This idea originated from another thread (http://www.giantitp.com/forums/showthread.php?553386-Monk-Fighter-multiclass-is-this-ok&p=22914578#post22914578) and as such I won't take full credit for it.
Human (+2* Dex, +1 Cha, Athlete*)
Str 13, Dex 16, Con 12, Int 8, Wis 13, Cha 14
Ancients/Devotion Paladin 6/Sun Soul 14 (or Ancients Paladin 7/Sun Soul 13; see "Shtick" below)
+4, +4 Cha, Medium Armor Master
The idea is to "sacrifice" Martial Arts, Unarmored Defense, and Unarmored Movement, and focus in using those ki points with Sun Soul powers and the defensive Ki powers from the core monk. As the Radiant Sun Bolt feature isn't tied to Martial Arts class feature - only the damage progression related to it - you still deal 1d4 (or more) + your Dexterity on your ranged attacks with it, which is why Dexterity should be at least 16.
Additionally, the "big" reason for this multiclass is, of course, Aura of Protection combined with Diamond Soul, making your saving throws outright ridiculous through and through.
You'll probably want to use the best medium armor available and a shield. Take rapier as your weapon and either Defense or Dueling fighting style.
Alternatively, if you prefer the oath of the ancients' flavor more, there's some great thematic synergy between Oath of the Ancients' tenets and the Way of the Sun Soul. Although, you might have to choose to sacrifice Diamond Soul for it. On the other hand, it might not be neccessary. Proficiency in every saving throw and Charisma as a bonus to each can also protect you reasonably well. Less so for your allies, of course. Decisions, Decisions!
Human (+2* Dex, +1 Wis, Athlete*)
Str 13, Dex 16, Con 12, Int 8, Wis 14, Cha 13
Avenger 4/Kensei 16
+4 Dex, +6 Wis
If you came to 5th edition from 4th edition and felt that the Oath of Vengeance being also called Avenger ruffled your feathers a bit too much, this might be your "salvation".
You can eschew Aura of Protection in order to focus more on the damage dealing, and pick one more ASI along the way to maximize your Unarmored Defense.
Take Dueling or Great Weapon Fighting style and use any martial melee weapon, whichever you prefer, but remember that Dueling Fighting Style doesn't work if you hold a versatile weapon in two hands.
Wood Elf (+2 Dex, +1 Wis)
Str 10, Dex 17, Con 14, Int 8, Wis 16, Cha 8
Beast Master 6/Drunken Master 14 (or, as I'd call it: Drunken Beast Master)
+3* Dex, +4 Wis, Elven Accuracy* (F***ing elves and their feats, they're all over the place!)
Ranger/Monk is arguably THE combination, at least statwise, since both classes require the same minimum scores to multiclass to and from.
Wood Elf also makes for a really good race, because you get racial modifiers to those exact two ability scores. Plus, you are naturally swift, making you likely the fastest monk around.
Since the thread seems to be full of shadowdancers and kenseis, I'm starting to see red when even thinking about either of those. This time around, let's make another Drunk! There's definitely something funny about a Drunk elf. According to LotR (the Movie), Legolas could down more pints of ale than a dwarf and still not get drunk, so imagine how much or how hard liquor an elf had to drink to get drunk! Again, that's only according to LotR (the Movie). A more traditional elf, according to D&D lore, might well be the opposite! Either way, the idea of an elf Drunken Master sounds hilarious!
Which Ranger archetype (note, I'm using the word archetype, not Conclave, which means I'm not using the Revised Ranger!) fits best with Drunken Master? Why, Beast Master of course! As for animal companion, I'm going to suggest an Owl. You know how they say: "Drunk as a boiled owl..." (Drunk as a Skunk would've been funnier, but this goddamn game haven't introduced stats for skunks yet!!)
Now, hear me out. Since you are a Beast Master, the stats given to Owl as seen in either PHB or MM are largely irrelevant, especially regarding the bird's hit points, because they are LOW by default (1, to be exact). Your Owl is of a whole different breed: It starts with 12 hit points (instead of just 1, and they go up, to 24 ("Woo!" ...ok, it's not so bad, considering IT COULD'VE BEEN JUST ONE (1)!!!)
The Owl is actually pretty good companion. It has one of the best traits an animal companion can have: Flyby. Meaning it can swoop down, hit once, and fly away, never staying in melee for too long. It might even stay alive!
Also, the damage it deals is always the same amount. You don't have to worry about "which die do I have to roll for this one, I always forget". Just see if the flyby hits, and if it does, it deals X damage. That's it. Move on to next turn.
Also, after you reach 5th level (either monk or ranger), you can make one attack as well when your companion attacks. Now, technically, you should use your Action to make an Attack Action in order to use Flurry of Blows, but a reasonable DM could/should/would probably let you use your Flurry of Blows anyway, as long as you can make one attack yourself with an Action, regardless of which one of you made the attack rolls.
Hill Dwarf (+2 Con, +1 Wis)
Str 10, Dex 15, Con 12, Int 8, Wis 16, Cha 13
Swashbuckler 6/Drunken Master 14
+5 Dex, +2 Wis, +1 Cha
To me, in this epitomizes the "Dwarves are dyed-in-the-wool drunkards" with a jolly attitude. Also, this becomes a ridiculously mobile combatant. Being a dwarf only adds to the ridiculousness.
Drow (+2 Dex, +1 Cha)
Str 10, Dex 17, Con 12, Int 8, Wis 15, Cha 12
Assassin 6/Shadowdancer 14
+3 Dex, +5 Wis
As requested, the "cop-out" option for a Monk of the Way of Shadows. But seriously, it's actually pretty good. Even if you couldn't see in magical darkness, Dimly lit conditions are fairly common in just about any dungeon and other indoor environments, so there's a good chance that an Assassin/Shadowdancer can find a lot of ways and situations to exploit their defining abilities. As a bonus, a dagger is also a monk weapon, so you can substitute your Martial Arts for the dagger's damage both in melee or at range, making your dagger attacks especially stingy (even though you could use a shortsword as well, a dagger is very common weapon of choice for assassins, at least in my experience, and very flavorful).
As a race, I decided to go with Drow, because there are already too many half-elves, elves, and humans in the thread. Plus drow seems to have the right kind of "attitude" for assassin's career. Their racial abilities are also pretty good for the job. Especially, because assassinations are probably best done in and from the shadows, rather than in the broad daylight, which hurts the drows' delicate eyes anyways. :smalltongue:
Half-elf (+1 Dex, +1 Wis, +2 Cha)
Str 8, Dex 16, Con 16, Int 8, Wis 13, Cha 14
Shadow Sorcerer 6/Shadowdancer 14
+4 Dex, +3* Wis, Elven Accuracy*
This one needs to be started as a Sorcerer, because the whole concept relies on a spell that requires Concentration: Shadow Blade. You'll need high Constitution - and proficiency in that save, although 16 should be enough, so you can leave it there. Likewise, while Strength of the Grave relies on your Charisma, 14 should be enough with proficiency in the save. Your primary concern is, as always with Monk, to increase your Dexterity first to 20. Once you get there, focus on improving Wisdom.
Although you are Sorcerer and can learn Mage Armor, you probably should replace it with something else as soon as you get Wisdom 16, as it makes the spell redundant. Note: don't take the last sorcerer level until you have increased Wisdom to 16, in order to be able to replace spells by RAW.
Shadow Blade creates a weapon that counts as simple melee weapon with finesse, light, and thrown properties, and you're proficient with it. Because it's a simple weapon, it counts as a Monk weapon and so you can combine it with Flurry of Blows (although only during subsequent rounds after casting it). The damage is the key, here. It starts from 2d8 + your dexterity, because it's finesse and/or because you are a monk, so Dexterity should definitely be your highest ability score. As a sorcerer, you could - though questionable if optimal - consume your 1st and 3rd level spell slots to create sorcery points in order to create more 2nd level spell slots to cast the spell as often as possible, since you don't have an endless supply of 2nd level slots otherwise. Especially because you have only 6 sorcerer levels. With Charisma 14, you should probably choose spells that don't depend on spell saving throws, and with the idea in mind that you'll probably burn your 3rd level slots for sorcery points, stick to either 1st or 2nd level spells, only. Fortunately, there should be enough spells of those levels for you to choose.
Obviously subject to DM approval, you could ask if you can benefit from Eyes of the Dark when you cast Darkness using your Ki and Sorcery Points.
Half-elf (+1 Dex, +1 Con, +2 Cha)
Str 8, Dex 16, Con 14, Int 9, Wis 13, Cha 16
Hexblade 6/Shadowdancer 14
+4 Dex, +1* Wis, +2 Cha, Elven Accuracy*
As a Monk, your primary means of damage is obviously melee, so Dexterity should be your primary concern, and Wisdom normally comes as a close second because it affects your AC. However, as a Warlock, you can take the Armor of Shadow Invocation (at-will Mage Armor) and the invocation to see even in magical darkness to get advantage on most of your attacks while inside the area of Darkness spell, and also impose disadvantage against you unless the target can also see in magical darkness (which I believe is rather rare), so you can afford starting with Wisdom 13, take the Elven Accuracy to aid you even more with advantages (and to improve Wisdom to 14), and to increase your Charisma to 18!
Shadowdancer is an obvious choice for you, and choose the Hexblade as your patron. Even though Hex Warrior does allow you to attack using Charisma, the way it's written, you don't have to, so you can still choose to use Dexterity instead. Hexblade's Curse makes your attacks (including Flurry of Blows!) incredibly potent. As a bonus, you can choose to learn Shield as one of your spells, granting you ridiculous defenses on demand.
As for your weapon, you should probably consider using the Arcane focus staff as it counts as a quarterstaff, which is a simple weapon and thus counts as a monk weapon.
Or, if you want to, you could do as the shadow sorcerer and cast Shadow Blade, but remember: you have limited amount of spell slots!
Fire Genasi
Str 8, Dex 14, Con 14, Int 15, Wis 15, Cha 8
Evoker 4/Elementalist 16
+6 Dex, +3 Int, +3 Wis
Despite conflicting interests (Int vs. Wis), Evoker can actually work pretty well with the Way of Four Elements.
While Monk uses ki to cast elemental spells, they still count as casting an actual spell, and therefore, Evoker's Sculpt Spells feature works as well, as long as the spells are of Evocation school.
Feel free to ask anything, share your own concepts, or otherwise discuss upon this idea!
As a generic framework which I shouldn't slip away from, I decided that each one of these concepts would have to have (at least!) 14 levels of monk and the remaining levels in (only) one other class.
The intent is to use printed resources only!
Below are concepts I have come up with so far:
Half-elf (+1 Dex, +1 Wis, +2 Cha)
Str 8, Dex 16, Con 12, Int 8, Wis 16, Cha 15
College of Lore or Whispers 6/Way of Shadows 14
+4 Dex, +3* Cha, Actor*
This concept plays around with the idea of creating a "Dark Sun Assassin" because of College of Whispers. Actor feat is purely because of this side of the coin. It helps you impersonate someone you're not to better approach your target unnoticed, and as a Bard, you'll definitely want better Charisma. Wisdom 16 is basically the same as if you had Mage Armor always active (AC 13+Dex). Unfortunately, Bards don't get Shadow Blade by default.
Of course, you could swap College of Whispers for Lore to create a "Soul Knife" instead of an "Assassin", by grabbing Shadow Blade via Additional Magical Secrets. Otherwise, I would keep the stats as they are.
Mountain Dwarf
Str 16, Dex 14, Con 16, Int 9, Wis 13, Cha 8
Totem Warrior 3/Drunken Master 17
+4 Str, +4 Con
Basically a Brawler that hits particularly hard with fists. You won't get much higher than 17 AC with point-buy, but you'll have Dodge as a bonus action should you need it, which is definitely nice, but your primary gimmick is to add Rage bonus to damage on your Flurry of Blows, as often as you can, with unarmed strikes dealing 1d10+modifiers.
This concept would work a lot better if you rolled your stats and you rolled really, really well. At least good enough so that you can afford taking both Durable and Dwarven Fortitude feats.
That said, you'd probably want to pick Bear Totem Spirit, if for nothing else, then just for that resistance to nearly every damage type in the game.
Lightfoot Halfling (+2 Dex, +1 Cha)
Str 10, Dex 17, Con 14, Int 8, Wis 15, Cha 9
Trickery Cleric 6/Shadowdancer 14
+3 Dex, +5 Wis
As a lightfoot halfling, you can attempt to hide behind another creature at least one size larger than you.
As a Shadowdancer, you can teleport within shadowy conditions, and, admittedly subject to your DM's approval, you might be able to teleport from a creature's shadow to another, if there's a reasonably bright source of light creating shadows.
As a Trickery Cleric, you can create a copy of yourself and accomplish a number of funny tricks with it and the darkness.
Fallen Aasimar (+2 Cha, +1 Str)
Str 9, Dex 14, Con 12, Int 8, Wis 15, Cha 16
Grave Cleric 6/Long Death Monk 14
+6 Dex, +1 Str, +1 Wis
This is just for those extra edgy purposes. Making you a really frightening participant in combat. Two ways of causing fear in your opponents can become handy, and this also makes you a fairly good defender thanks to Grave Domain.
Air/Earth/Fire/Water Genasi
Ability Scores: Special (See, Shtick)
Land Druid 3/Elementalist 17
Imho, instead of being Way of the Four Elements, the Monastic Tradition feels like "The Way of the Four Elements, choose one" :smallbiggrin:. If I were the DM, I would give the Elemental Attunement to every monk of the Four Elements as a bonus, and then let them choose two other elemental disciplines at 3rd level. If you're the DM, I'd suggest to do the same.
Now, onto the build itself. For race, Genasi make for a pretty flavorful race, although in this case I guess I'll have to make a stat/elemental discipline distribution for each subrace separately.
In lack of a better Druidic Circle, I chose to go with one of the Circle of Land's options. Fortunately, that choice can help you choose your Elemental Disciplines, so that's some synergy in there. Also, your choice of Genasi subrace can also help with your choice of the Land, and thus with the Elemental Disciplines.
Unlike most monks, Elementalists actually want to get Wisdom as high as possible, because many of their Elemental Disciplines rely on it.
Air Genasi
Str 8, Dex 16, Con 15, Int 12, Wis 15, Cha 8
Arctic Circle
+5 Wis, +2 Dex, +1 Con
Elemental Disciplines:
3rd level: Fist of Unbroken Air or Rush of the Gale Spirits (Gust of Wind)
6th level: Clench of the North Wind (Hold Person)
11th level: Ride the Wind (Fly)
17th level: Breath of Winter (Cone of Cold)
Earth Genasi
Str 14, Dex 15, Con 14, Int 8, Wis 15, Cha 8
Mountain Circle
+3 Dex, +5 Wis
Elemental Disciplines:
3rd level: Fist of Unbroken Air or Fist of Four Thunders (Thunderwave)
6th level: Gong of the Summit (Shatter)
11th level: Eternal Mountain Defense (Stoneskin)
17th level: Wave of Rolling Earth (Wall of Stone)
Fire Genasi
Str 8, Dex 15, Con 14, Int 14, Wis 15, Cha 8
Desert Circle
+5 Wis, +3 Dex
Elemental Disciplines:
3rd level: Fangs of the Fire Snake or Sweeping Cinder Strike (Burning Hands)
6th level: Gong of the Summit (Shatter)
11th level: Flames of the Phoenix (Fireball)
17th level: River of Hungry Flame (Wall of Fire)
Water Genasi
Str 8, Dex 15, Con 15, Int 12, Wis 16, Cha 8
Coast Circle
+4 Wis, +3 Dex, +1 Con
Elemental Disciplines:
3rd level: Shape the Flowing River or Water Whip
6th level: Clench of the North Wind (Hold Person)
11th level: Mist Stance (Gaseous Form)
17th level: Breath of Winter (Cone of Cold)
Human (Martial Adept, +1 Dex, +1 Wis)
Str 10, Dex 16, Con 14, Int 8, Wis 16, Cha 8
Battle Master 6/Kensei 14
+4 Dex, +4 Wis
The idea of this is to be self-reliant master of weapons, basically. You'll want to focus in using weapons instead of unarmed strikes with this build.
Human (Martial Adept, +1 Dex, +1 Wis)
Str 10, Dex 16, Con 14, Int 8, Wis 16, Cha 8
Battle Master 6/Martial Artist 14
+4 Dex, +4 Wis
The Way of the Open Hand makes you the ultimate Martial Artist. This idea originated from another thread (http://www.giantitp.com/forums/showthread.php?553386-Monk-Fighter-multiclass-is-this-ok&p=22914578#post22914578) and as such I won't take full credit for it.
Human (+2* Dex, +1 Cha, Athlete*)
Str 13, Dex 16, Con 12, Int 8, Wis 13, Cha 14
Ancients/Devotion Paladin 6/Sun Soul 14 (or Ancients Paladin 7/Sun Soul 13; see "Shtick" below)
+4, +4 Cha, Medium Armor Master
The idea is to "sacrifice" Martial Arts, Unarmored Defense, and Unarmored Movement, and focus in using those ki points with Sun Soul powers and the defensive Ki powers from the core monk. As the Radiant Sun Bolt feature isn't tied to Martial Arts class feature - only the damage progression related to it - you still deal 1d4 (or more) + your Dexterity on your ranged attacks with it, which is why Dexterity should be at least 16.
Additionally, the "big" reason for this multiclass is, of course, Aura of Protection combined with Diamond Soul, making your saving throws outright ridiculous through and through.
You'll probably want to use the best medium armor available and a shield. Take rapier as your weapon and either Defense or Dueling fighting style.
Alternatively, if you prefer the oath of the ancients' flavor more, there's some great thematic synergy between Oath of the Ancients' tenets and the Way of the Sun Soul. Although, you might have to choose to sacrifice Diamond Soul for it. On the other hand, it might not be neccessary. Proficiency in every saving throw and Charisma as a bonus to each can also protect you reasonably well. Less so for your allies, of course. Decisions, Decisions!
Human (+2* Dex, +1 Wis, Athlete*)
Str 13, Dex 16, Con 12, Int 8, Wis 14, Cha 13
Avenger 4/Kensei 16
+4 Dex, +6 Wis
If you came to 5th edition from 4th edition and felt that the Oath of Vengeance being also called Avenger ruffled your feathers a bit too much, this might be your "salvation".
You can eschew Aura of Protection in order to focus more on the damage dealing, and pick one more ASI along the way to maximize your Unarmored Defense.
Take Dueling or Great Weapon Fighting style and use any martial melee weapon, whichever you prefer, but remember that Dueling Fighting Style doesn't work if you hold a versatile weapon in two hands.
Wood Elf (+2 Dex, +1 Wis)
Str 10, Dex 17, Con 14, Int 8, Wis 16, Cha 8
Beast Master 6/Drunken Master 14 (or, as I'd call it: Drunken Beast Master)
+3* Dex, +4 Wis, Elven Accuracy* (F***ing elves and their feats, they're all over the place!)
Ranger/Monk is arguably THE combination, at least statwise, since both classes require the same minimum scores to multiclass to and from.
Wood Elf also makes for a really good race, because you get racial modifiers to those exact two ability scores. Plus, you are naturally swift, making you likely the fastest monk around.
Since the thread seems to be full of shadowdancers and kenseis, I'm starting to see red when even thinking about either of those. This time around, let's make another Drunk! There's definitely something funny about a Drunk elf. According to LotR (the Movie), Legolas could down more pints of ale than a dwarf and still not get drunk, so imagine how much or how hard liquor an elf had to drink to get drunk! Again, that's only according to LotR (the Movie). A more traditional elf, according to D&D lore, might well be the opposite! Either way, the idea of an elf Drunken Master sounds hilarious!
Which Ranger archetype (note, I'm using the word archetype, not Conclave, which means I'm not using the Revised Ranger!) fits best with Drunken Master? Why, Beast Master of course! As for animal companion, I'm going to suggest an Owl. You know how they say: "Drunk as a boiled owl..." (Drunk as a Skunk would've been funnier, but this goddamn game haven't introduced stats for skunks yet!!)
Now, hear me out. Since you are a Beast Master, the stats given to Owl as seen in either PHB or MM are largely irrelevant, especially regarding the bird's hit points, because they are LOW by default (1, to be exact). Your Owl is of a whole different breed: It starts with 12 hit points (instead of just 1, and they go up, to 24 ("Woo!" ...ok, it's not so bad, considering IT COULD'VE BEEN JUST ONE (1)!!!)
The Owl is actually pretty good companion. It has one of the best traits an animal companion can have: Flyby. Meaning it can swoop down, hit once, and fly away, never staying in melee for too long. It might even stay alive!
Also, the damage it deals is always the same amount. You don't have to worry about "which die do I have to roll for this one, I always forget". Just see if the flyby hits, and if it does, it deals X damage. That's it. Move on to next turn.
Also, after you reach 5th level (either monk or ranger), you can make one attack as well when your companion attacks. Now, technically, you should use your Action to make an Attack Action in order to use Flurry of Blows, but a reasonable DM could/should/would probably let you use your Flurry of Blows anyway, as long as you can make one attack yourself with an Action, regardless of which one of you made the attack rolls.
Hill Dwarf (+2 Con, +1 Wis)
Str 10, Dex 15, Con 12, Int 8, Wis 16, Cha 13
Swashbuckler 6/Drunken Master 14
+5 Dex, +2 Wis, +1 Cha
To me, in this epitomizes the "Dwarves are dyed-in-the-wool drunkards" with a jolly attitude. Also, this becomes a ridiculously mobile combatant. Being a dwarf only adds to the ridiculousness.
Drow (+2 Dex, +1 Cha)
Str 10, Dex 17, Con 12, Int 8, Wis 15, Cha 12
Assassin 6/Shadowdancer 14
+3 Dex, +5 Wis
As requested, the "cop-out" option for a Monk of the Way of Shadows. But seriously, it's actually pretty good. Even if you couldn't see in magical darkness, Dimly lit conditions are fairly common in just about any dungeon and other indoor environments, so there's a good chance that an Assassin/Shadowdancer can find a lot of ways and situations to exploit their defining abilities. As a bonus, a dagger is also a monk weapon, so you can substitute your Martial Arts for the dagger's damage both in melee or at range, making your dagger attacks especially stingy (even though you could use a shortsword as well, a dagger is very common weapon of choice for assassins, at least in my experience, and very flavorful).
As a race, I decided to go with Drow, because there are already too many half-elves, elves, and humans in the thread. Plus drow seems to have the right kind of "attitude" for assassin's career. Their racial abilities are also pretty good for the job. Especially, because assassinations are probably best done in and from the shadows, rather than in the broad daylight, which hurts the drows' delicate eyes anyways. :smalltongue:
Half-elf (+1 Dex, +1 Wis, +2 Cha)
Str 8, Dex 16, Con 16, Int 8, Wis 13, Cha 14
Shadow Sorcerer 6/Shadowdancer 14
+4 Dex, +3* Wis, Elven Accuracy*
This one needs to be started as a Sorcerer, because the whole concept relies on a spell that requires Concentration: Shadow Blade. You'll need high Constitution - and proficiency in that save, although 16 should be enough, so you can leave it there. Likewise, while Strength of the Grave relies on your Charisma, 14 should be enough with proficiency in the save. Your primary concern is, as always with Monk, to increase your Dexterity first to 20. Once you get there, focus on improving Wisdom.
Although you are Sorcerer and can learn Mage Armor, you probably should replace it with something else as soon as you get Wisdom 16, as it makes the spell redundant. Note: don't take the last sorcerer level until you have increased Wisdom to 16, in order to be able to replace spells by RAW.
Shadow Blade creates a weapon that counts as simple melee weapon with finesse, light, and thrown properties, and you're proficient with it. Because it's a simple weapon, it counts as a Monk weapon and so you can combine it with Flurry of Blows (although only during subsequent rounds after casting it). The damage is the key, here. It starts from 2d8 + your dexterity, because it's finesse and/or because you are a monk, so Dexterity should definitely be your highest ability score. As a sorcerer, you could - though questionable if optimal - consume your 1st and 3rd level spell slots to create sorcery points in order to create more 2nd level spell slots to cast the spell as often as possible, since you don't have an endless supply of 2nd level slots otherwise. Especially because you have only 6 sorcerer levels. With Charisma 14, you should probably choose spells that don't depend on spell saving throws, and with the idea in mind that you'll probably burn your 3rd level slots for sorcery points, stick to either 1st or 2nd level spells, only. Fortunately, there should be enough spells of those levels for you to choose.
Obviously subject to DM approval, you could ask if you can benefit from Eyes of the Dark when you cast Darkness using your Ki and Sorcery Points.
Half-elf (+1 Dex, +1 Con, +2 Cha)
Str 8, Dex 16, Con 14, Int 9, Wis 13, Cha 16
Hexblade 6/Shadowdancer 14
+4 Dex, +1* Wis, +2 Cha, Elven Accuracy*
As a Monk, your primary means of damage is obviously melee, so Dexterity should be your primary concern, and Wisdom normally comes as a close second because it affects your AC. However, as a Warlock, you can take the Armor of Shadow Invocation (at-will Mage Armor) and the invocation to see even in magical darkness to get advantage on most of your attacks while inside the area of Darkness spell, and also impose disadvantage against you unless the target can also see in magical darkness (which I believe is rather rare), so you can afford starting with Wisdom 13, take the Elven Accuracy to aid you even more with advantages (and to improve Wisdom to 14), and to increase your Charisma to 18!
Shadowdancer is an obvious choice for you, and choose the Hexblade as your patron. Even though Hex Warrior does allow you to attack using Charisma, the way it's written, you don't have to, so you can still choose to use Dexterity instead. Hexblade's Curse makes your attacks (including Flurry of Blows!) incredibly potent. As a bonus, you can choose to learn Shield as one of your spells, granting you ridiculous defenses on demand.
As for your weapon, you should probably consider using the Arcane focus staff as it counts as a quarterstaff, which is a simple weapon and thus counts as a monk weapon.
Or, if you want to, you could do as the shadow sorcerer and cast Shadow Blade, but remember: you have limited amount of spell slots!
Fire Genasi
Str 8, Dex 14, Con 14, Int 15, Wis 15, Cha 8
Evoker 4/Elementalist 16
+6 Dex, +3 Int, +3 Wis
Despite conflicting interests (Int vs. Wis), Evoker can actually work pretty well with the Way of Four Elements.
While Monk uses ki to cast elemental spells, they still count as casting an actual spell, and therefore, Evoker's Sculpt Spells feature works as well, as long as the spells are of Evocation school.
Feel free to ask anything, share your own concepts, or otherwise discuss upon this idea!