#Monk is fun and competitive#
A monk's AC is directly tied to its Wisdom score (and Dexterity)
##Race:##
- Elf (Bishtahar, Joraga, Tirahar, Vadahar, or Wood) +2 Dex / +1 Wis
- Aarakocra: +2 Dex / +1 Wis / Flying 50'
- Aven (Hawk-headed) +2 Dex / +1 Wis / Flying 50'
- Genasi (Water) +2 Dex / +1 Wis / +Resistant to Acid
- Kenku +2 Dex / +1 Wis / Some interesting RP abilities
- Shifter (Wild Hunt) +2 Wis / +1 Dex / Bonus Action: Level + Con THP for 1 min (1/rest)
##Staring array:##
- 15 (Dex or Wis) +1 from race
- 14 (Wis or Dex) + 2 from race
- 14 (Con)
- 10 (Cha)
- 9 (Str)
- 9 (Int)
Most of the races offer +2 Dex and +1 Wis. To be efficient, you'll probably want to match up the 15 stat with your +1 Wis so that it ends up an even number and nets you the next +1 to your mod without wasting a point. If you go Shifter, you'd just make Dex the 15 so that you end up with a pair of 16s for your top stats either way.
##Feats / ASI##
Level 1: Free feat - Magic Initiate to make it a Shillelagh build.
Level 4: +2 Wisdom. This increases your hit and damage by +7/+4
##DPR / Features##
- Three to four attacks (if you spend the Ki) @ +7 to hit, with two at d8+4 and two at d6+3 (~20 ADPR max)
- Standing AC: 16AC. If you go with Kensai, you can trade 1 club attack for an unarmed strike and add +2 and end up at 18AC. This does mean probably one or two fewer points of damage that round, though.
- If you go with Open Hand, your Stunning Strike save DC would be 15
- Several races offer flying speeds which allow you to rely on hit and run tactics at even greater distances to help keep you out of the frontline when it's not your turn. This makes your HP go further.
- If you land a stunning strike: Advantage for at least 3 or 4 attacks!
One thing to note is that, next level, you pick up Ki Powered Strikes which would be redundant with the benefit of Shillelagh (womp womp).