So now at level 14 and i have the majority of what i want for my monk. In saying that im pretty confident i want to go to 18 eventually. But with the lacklustre 20th level feature Im looking at a dip around now to mix things up a little.
Originally i was leaning cleric for a 1 level dip but im thinking Ranger for 1 level looks good with Tashas, and even ranger 1, cleric 1 and lose the asi might be cool on my warforged. A Whip (1d8) wielding warforged - just sounds cool.
Light Cleric 1: 3 Cantrips + light, 6 Spells (2 Slots) and a 5x per day reaction
Knowledge Cleric 1: 3 Cantrips, 6 Spells (2 Slots) and Expertise in 2 NEW skills, 2 languages
Ranger 1(Tashas friendly): Favoured Foe (1d4/turn) Deft Explorer Canny, 1 additional Skill, Expertise in 1 KNOWN Skill, 2 languages, proficiency with martial weapons which i can make into monk weapons (Tashas - Dedicated weapon)
I dont think its worth the ASI for the below. Nor the level 18 Empty Body (invisibility) for the Hunter conclave but feel free to let me know your thoughts
Ranger 2 (Tashas friendly): As above and a Fighting Style (either 2 druid cantrips or +2 damage options), 2 spells (2 Slots)
Ranger 3: Hunter Archetype with Colossus Slayer 1d8 once per turn
I’d say go for light cleric. But I’m partial to cleric dips for monks and plan on a an early Grave Cleric dip after Extra Attack (Light domain is my second choice for the reaction but bonus ranged Spare the Dying and maxed healing spells fit well with my Way of Mercy Wood Elf).
Looks great. Sacred Flame makes more sense for a light cleric but I’ll be taking Toll the Dead for my more broody grave cleric since it’s a few d12’s if the monster is injured at all. I also thought that WIS saves on creatures might be harder than DEX saves.
I’d stock Healing Word even if you do have a healer in the party.
Cleric is the best for a single level dip as you just get so much out of it no matter which domain you pick.
I'm currently playing a Kensei Monk with two levels in War Domain and getting a lot out of it; War Priest lets me do a full bonus action attack (not just an unarmed strike) WIS times per day, ideal when switched to longbow, and Divine Favor and Shield of Faith are both good options for a Monk.
Light Domain is similar with good free spells, and the reaction ability is like having Patient Defence-lite to save on Ki, so ought to be a fun combo.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I dont think its worth the ASI for the below. Nor the level 18 Empty Body (invisibility) for the Hunter conclave but feel free to let me know your thoughts
That is not only an invisibility. It is a resistance to all damage but force, so almost all incoming damage is halved. The invisibility remains for a minute that last even if you are making attacks, meaning it is constant disadvantage on attack rolls against you (for a minute) in most cases, all attack rolls that would have advantage against you turn into regular attack rolls. It is useful against strong enemies and a group of weaker ones as well.
By that time you should have AC 20, without magic items, hitting that with disadvantage will be quite hard.
I do not know what kind of monk you are playing, but I think that if you're playing a Way of the Open Hand monk it is worth getting the capstone. Getting 4 ki points back at the start of combat means you can guarantee that every combat you enter between rests you have enough ki points to fuel Quivering Palm + one other monk thing.
I would also say the capstone is generally good for monks IF youre playing in a campaign where you do not get many short rests between encounters or if youre using Gritty Realism, but I assume that isn't the case here.
Rollback Post to RevisionRollBack
Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
Going six levels of fighter battlemaster could be fun. Action surge, a fighting style, a bunch of tricks to do with maneuvers, more potential monk weapons via Tashas, and you still get two more ASI.
You should just play a fighter with the Unarmed Fighting style and scrap the Monk concept all together. You'll do more damage for 10 lvls unarmed, you will get more attacks and you can pick whatever path you chose. PLUS you will have access to all Martial Weapons unlike the Monk. The only thing left to this class is flailing it's soft little hands on the monsters it encounters and looking pretty while doing it.
Remember the words of Saitama, "So basically Martial Arts is...A way to move around all cool-like?"
You should just play a fighter with the Unarmed Fighting style and scrap the Monk concept all together. You'll do more damage for 10 lvls unarmed, you will get more attacks and you can pick whatever path you chose. PLUS you will have access to all Martial Weapons unlike the Monk. The only thing left to this class is flailing it's soft little hands on the monsters it encounters and looking pretty while doing it.
Remember the words of Saitama, "So basically Martial Arts is...A way to move around all cool-like?"
Monk is dead.
That's not only dumb but objectively wrong. The two classes are extremely different but if you want to do the most damage possible with unarmed strikes, monk is without question better than the fighter. It's math. 1 through 10 the monk is substantially better. 11 through 19 the monk is a bit better. At 20 the fighter is a bit better. This is without resources. If the monk wants to use flurry of blows, it's substantially better across all levels except level 1 (before the monk gets the ability) and is actually comparable to the fighter using action surge.
Is the monk weaker than the fighter overall? Probably. Is the Monk weaker than the fighter as an unarmed combatant? No. Is the Monk Dead? No.
You should just play a fighter with the Unarmed Fighting style and scrap the Monk concept all together. You'll do more damage for 10 lvls unarmed, you will get more attacks and you can pick whatever path you chose. PLUS you will have access to all Martial Weapons unlike the Monk. The only thing left to this class is flailing it's soft little hands on the monsters it encounters and looking pretty while doing it.
Remember the words of Saitama, "So basically Martial Arts is...A way to move around all cool-like?"
Monk is dead.
That's not only dumb but objectively wrong. The two classes are extremely different but if you want to do the most damage possible with unarmed strikes, monk is without question better than the fighter. It's math. 1 through 10 the monk is substantially better. 11 through 19 the monk is a bit better. At 20 the fighter is a bit better. This is without resources. If the monk wants to use flurry of blows, it's substantially better across all levels except level 1 (before the monk gets the ability) and is actually comparable to the fighter using action surge.
Is the monk weaker than the fighter overall? Probably. Is the Monk weaker than the fighter as an unarmed combatant? No. Is the Monk Dead? No.
Your ad-hominem attack aside, the monk is continuously hampered by the Ki mechanic. There is NO magical storage device for Ki. There is no supplemental Feats to increase Ki until 20th level. All of those fine abilities you are talking about are dependent on a mechanic that has not, nor shall it ever, receive attention by the Devs to improve. The Monk is without a doubt weaker than the Fighter because the Fighter gets 7 Ability Score Increases/Feats over his 20 levels to the Monks 4. The Monks Stun ability is just about the only real advantage he has in a fight. The Monk has limited ranged abilities. The Monk is proficient in simple weapons ONLY. The only time a Monk is truly effective is if his Stats are out of this world leaving the gate. His hit points are lower than the Fighters. The Fighter has Str and Con as his primary while the Monk is dependent on Dex and Wis? Come on... And really, what use is it to have a high level ability that lets you speak anyones language? Again, primarily fluff, not substance. You can't be the hero if you don't win the fight. Get stronger or get gone.
I am in the same situation as the OP (currently 18 open hand monk) I am planning to go 1 level of twilight cleric, depends on the campaign but there is usually enough encounters in the dark in spaces more than 60ft to make 300 ft darkvision really good at spotting the bad guys before they see you and when it happens you can give it to the rest of the party. If there is an assassin rogue or smthing in youre group giving them advantage to initiative is REALLY good and even if not something like improving the wizards changes of getting his big AOE attack off before there are firiendlies in the area is great.
I also play a light cleric and have found warding flare a bit muh, as you have to declare it before the attack is made. Invariably if a creature makes 3 attacks against you will use your warding flair on the wrong one. Having said that it is probably more use to a monk than a light cleric that tries to stay at range.
Wrong thread. The person has already committed to being a monk, and clearly does not want to throw his 14 monk levels in the trash. No point arguing about it now. This is a thread about multi-classing, not about the power of monks.
Back on topic, I don't normally play monks so I can't give much advice, but you seem to understand what the good monk multiclass options are mechanically. I would prefer Cleric more cause I think it's more flavorful, and easy to incorporate into your monastery. Ranger's flavor I suppose also works well, with the monk's thing of traveling the world on pilgrimages, however I think Cleric opens up more roleplaying opportunities.
It's basically just personal preference, pick whichever one you think embodies your monk more. I know, not the best advice, but honestly you already have all the info you need it seems mechanics-wise.
Rollback Post to RevisionRollBack
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
@Malavian_Kripnar ,Your arguments are just plain stupid, why the hell do you need a storage device for Ki?? and Ki fully recharges on a short and long rest . Anyone can cherry pick random abilities and make another class look worse .A monk is way more versatile than a fighter but a fighter is more durable and is supposed to be the the frontline tank and that's how it was made to be and you are not taking into account the subclasses either. Hey while we are at it, lets just compare the fighter and a Cleric or a rogue and a fighter or a fighter and a druid.
And don't forget DnD is about roleplaying as well not just combat.
You should just play a fighter with the Unarmed Fighting style and scrap the Monk concept all together. You'll do more damage for 10 lvls unarmed, you will get more attacks and you can pick whatever path you chose. PLUS you will have access to all Martial Weapons unlike the Monk. The only thing left to this class is flailing it's soft little hands on the monsters it encounters and looking pretty while doing it.
Remember the words of Saitama, "So basically Martial Arts is...A way to move around all cool-like?"
Monk is dead.
That's not only dumb but objectively wrong. The two classes are extremely different but if you want to do the most damage possible with unarmed strikes, monk is without question better than the fighter. It's math. 1 through 10 the monk is substantially better. 11 through 19 the monk is a bit better. At 20 the fighter is a bit better. This is without resources. If the monk wants to use flurry of blows, it's substantially better across all levels except level 1 (before the monk gets the ability) and is actually comparable to the fighter using action surge.
Is the monk weaker than the fighter overall? Probably. Is the Monk weaker than the fighter as an unarmed combatant? No. Is the Monk Dead? No.
Your ad-hominem attack aside,
Gonna stop you right there. That wasn't ad-hominem. Ad-hominem attacks the person, not the argument. It literally translates to "against the man." An example would be, "you're dumb therefore your argument is wrong." I didn't say that. I called your argument dumb then used sound logic and true premises to create a valid argument. It was rude, but no more so than your original post. That doesn't make it a fallacy though. Since you do seem to like that sort of thing, your second post contained four fallacies. (Hint, this was number one).
the monk is continuously hampered by the Ki mechanic. There is NO magical storage device for Ki. There is no supplemental Feats to increase Ki until 20th level. All of those fine abilities you are talking about are dependent on a mechanic that has not, nor shall it ever, receive attention by the Devs to improve.
None of this points to proving your original argument that the unarmed fighter is better than a monk or that monks are dead. Not being able to store Ki in a magic device is correct but you're making it sound like a much bigger detriment than it actually is. This fallacy is what we call Reductio ad Absurdum. Basically, you make something sound as stupid as possible and try to draw conclusions from it.
The Monk is without a doubt weaker than the Fighter because the Fighter gets 7 Ability Score Increases/Feats over his 20 levels to the Monks 4. The Monks Stun ability is just about the only real advantage he has in a fight. The Monk has limited ranged abilities. The Monk is proficient in simple weapons ONLY. The only time a Monk is truly effective is if his Stats are out of this world leaving the gate. His hit points are lower than the Fighters. The Fighter has Str and Con as his primary while the Monk is dependent on Dex and Wis?
Welcome to number 3! The good old Straw Man fallacy. It's when you argue against something that I never was arguing in the first place in order to make yourself sound correct. I said the fighter is probably better than the monk. Your argument was that the unarmed fighter was better than the monk which I argued against. If you want to make a rational argument, figure out how to make the unarmed fighter better than a monk. (hint: you can't).
Also... dex is the best stat in the game so I dunno wtf you're talking about with that last bit.
Come on... And really, what use is it to have a high level ability that lets you speak anyones language? Again, primarily fluff, not substance. You can't be the hero if you don't win the fight. Get stronger or get gone.
And here we have a Fallacy of Exclusion. You're ignoring tons of good features like Unarmored movement and Diamond Soul to name a few. Put all the features together and you have a solidly built class. Is it the best class in the game, no. But is it good? Yes. Is it made even better by the optional features from Tasha's? Absolutely. Also... Tongue of the Sun and Moon is a good social feature although admittedly it could have come sooner.
Regardless on your position on the fighter vs monk. This IS a monk. Not a very monk like monk but one trained in the art of Ki usage and unarmed combat none-the-less.
I have abandoned the idea of a whip. Next character maybe. But i still have yet to decide on how and when i shall multiclass. One level of light cleric is a given, circumstances strongly favour that option but the decision has now been shifted to the below options which fit pretty well with an adaptable machine taking on characteristics of his team mates.
19 Monk / 1 cleric - ASI/feat, +1 Ki
18 Monk / 1 cleric / 1 Ranger - 1 skill, Canny (expertise), favoured foe (1d4 per round x5 combats/day), Martial weapons (might be too late to really care about this)
So it comes down to ASI + Ki vs skill, expertise and sneak damage and i must say that second level dip is looking mighty tempting.
My level 16 ASI is going to cap off wisdom so the level 19 ASI would cap off dex or get a feat. Any feat worth considering to sway my decision do you think?
I took mage slayer on my monk and loved it. Being so mobile makes it easy to get next to a caster and diamond soul makes you very strong against casters. With mage slayer you're able to completely shut down a spell caster. If a caster casts a spell, you stun them.
If you find yourself playing more if a tank roll more often, sentinel is awesome. If an enemy attacked a friend, you stun them.
Attacking more often using your reaction is more opportunity for stuns so I really like those two.
Mobile is popular although I'm not a huge fan.
From Tasha's, I think crusher is amazing. With so many attacks you'll get a critical at least once fairly often and that is a huge boon for the team. When not critically hitting you still get to move people around the battlefield. I'm not sure what your weapon is but if it's a staff, this might be your best choice.
Magic initiate to get hex is pretty cool if you know you're going to be in a longer fight with a single target.
Tough is always good.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So now at level 14 and i have the majority of what i want for my monk. In saying that im pretty confident i want to go to 18 eventually. But with the lacklustre 20th level feature Im looking at a dip around now to mix things up a little.
Originally i was leaning cleric for a 1 level dip but im thinking Ranger for 1 level looks good with Tashas, and even ranger 1, cleric 1 and lose the asi might be cool on my warforged. A Whip (1d8) wielding warforged - just sounds cool.
Light Cleric 1: 3 Cantrips + light, 6 Spells (2 Slots) and a 5x per day reaction
Knowledge Cleric 1: 3 Cantrips, 6 Spells (2 Slots) and Expertise in 2 NEW skills, 2 languages
Ranger 1(Tashas friendly): Favoured Foe (1d4/turn) Deft Explorer Canny, 1 additional Skill, Expertise in 1 KNOWN Skill, 2 languages, proficiency with martial weapons which i can make into monk weapons (Tashas - Dedicated weapon)
I dont think its worth the ASI for the below. Nor the level 18 Empty Body (invisibility) for the Hunter conclave but feel free to let me know your thoughts
Ranger 2 (Tashas friendly): As above and a Fighting Style (either 2 druid cantrips or +2 damage options), 2 spells (2 Slots)
Ranger 3: Hunter Archetype with Colossus Slayer 1d8 once per turn
I’d say go for light cleric. But I’m partial to cleric dips for monks and plan on a an early Grave Cleric dip after Extra Attack (Light domain is my second choice for the reaction but bonus ranged Spare the Dying and maxed healing spells fit well with my Way of Mercy Wood Elf).
What spells and cantrips were you thinking?
3 cantrips + Light: Guidance, Sacred Flame and Mending?
6 spells to prep from level 16 onwards: Shield of Faith, Guiding Bolt, Command, Bless, Detect Magic and possible Wrathful Smite
Looks great. Sacred Flame makes more sense for a light cleric but I’ll be taking Toll the Dead for my more broody grave cleric since it’s a few d12’s if the monster is injured at all. I also thought that WIS saves on creatures might be harder than DEX saves.
I’d stock Healing Word even if you do have a healer in the party.
Cleric is the best for a single level dip as you just get so much out of it no matter which domain you pick.
I'm currently playing a Kensei Monk with two levels in War Domain and getting a lot out of it; War Priest lets me do a full bonus action attack (not just an unarmed strike) WIS times per day, ideal when switched to longbow, and Divine Favor and Shield of Faith are both good options for a Monk.
Light Domain is similar with good free spells, and the reaction ability is like having Patient Defence-lite to save on Ki, so ought to be a fun combo.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
That is not only an invisibility. It is a resistance to all damage but force, so almost all incoming damage is halved. The invisibility remains for a minute that last even if you are making attacks, meaning it is constant disadvantage on attack rolls against you (for a minute) in most cases, all attack rolls that would have advantage against you turn into regular attack rolls. It is useful against strong enemies and a group of weaker ones as well.
By that time you should have AC 20, without magic items, hitting that with disadvantage will be quite hard.
I would never play anything for the capstone. You have to have a really dedicated group to get there, unless your DM rushes it.
I do not know what kind of monk you are playing, but I think that if you're playing a Way of the Open Hand monk it is worth getting the capstone. Getting 4 ki points back at the start of combat means you can guarantee that every combat you enter between rests you have enough ki points to fuel Quivering Palm + one other monk thing.
I would also say the capstone is generally good for monks IF youre playing in a campaign where you do not get many short rests between encounters or if youre using Gritty Realism, but I assume that isn't the case here.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Im in a campaign with mostly 1 or 2 combat days. so the capstone is less practical.
Ranger is good for the Hunter's Mark. You're attacking often 4 times in a round. That adds up fast!
Going six levels of fighter battlemaster could be fun. Action surge, a fighting style, a bunch of tricks to do with maneuvers, more potential monk weapons via Tashas, and you still get two more ASI.
You should just play a fighter with the Unarmed Fighting style and scrap the Monk concept all together. You'll do more damage for 10 lvls unarmed, you will get more attacks and you can pick whatever path you chose. PLUS you will have access to all Martial Weapons unlike the Monk. The only thing left to this class is flailing it's soft little hands on the monsters it encounters and looking pretty while doing it.
Remember the words of Saitama, "So basically Martial Arts is...A way to move around all cool-like?"
Monk is dead.
That's not only dumb but objectively wrong. The two classes are extremely different but if you want to do the most damage possible with unarmed strikes, monk is without question better than the fighter. It's math. 1 through 10 the monk is substantially better. 11 through 19 the monk is a bit better. At 20 the fighter is a bit better. This is without resources. If the monk wants to use flurry of blows, it's substantially better across all levels except level 1 (before the monk gets the ability) and is actually comparable to the fighter using action surge.
Is the monk weaker than the fighter overall? Probably. Is the Monk weaker than the fighter as an unarmed combatant? No. Is the Monk Dead? No.
Your ad-hominem attack aside, the monk is continuously hampered by the Ki mechanic. There is NO magical storage device for Ki. There is no supplemental Feats to increase Ki until 20th level. All of those fine abilities you are talking about are dependent on a mechanic that has not, nor shall it ever, receive attention by the Devs to improve. The Monk is without a doubt weaker than the Fighter because the Fighter gets 7 Ability Score Increases/Feats over his 20 levels to the Monks 4. The Monks Stun ability is just about the only real advantage he has in a fight. The Monk has limited ranged abilities. The Monk is proficient in simple weapons ONLY. The only time a Monk is truly effective is if his Stats are out of this world leaving the gate. His hit points are lower than the Fighters. The Fighter has Str and Con as his primary while the Monk is dependent on Dex and Wis? Come on... And really, what use is it to have a high level ability that lets you speak anyones language? Again, primarily fluff, not substance. You can't be the hero if you don't win the fight. Get stronger or get gone.
I am in the same situation as the OP (currently 18 open hand monk) I am planning to go 1 level of twilight cleric, depends on the campaign but there is usually enough encounters in the dark in spaces more than 60ft to make 300 ft darkvision really good at spotting the bad guys before they see you and when it happens you can give it to the rest of the party. If there is an assassin rogue or smthing in youre group giving them advantage to initiative is REALLY good and even if not something like improving the wizards changes of getting his big AOE attack off before there are firiendlies in the area is great.
I also play a light cleric and have found warding flare a bit muh, as you have to declare it before the attack is made. Invariably if a creature makes 3 attacks against you will use your warding flair on the wrong one. Having said that it is probably more use to a monk than a light cleric that tries to stay at range.
Wrong thread. The person has already committed to being a monk, and clearly does not want to throw his 14 monk levels in the trash. No point arguing about it now. This is a thread about multi-classing, not about the power of monks.
Back on topic, I don't normally play monks so I can't give much advice, but you seem to understand what the good monk multiclass options are mechanically. I would prefer Cleric more cause I think it's more flavorful, and easy to incorporate into your monastery. Ranger's flavor I suppose also works well, with the monk's thing of traveling the world on pilgrimages, however I think Cleric opens up more roleplaying opportunities.
It's basically just personal preference, pick whichever one you think embodies your monk more. I know, not the best advice, but honestly you already have all the info you need it seems mechanics-wise.
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
@Malavian_Kripnar ,Your arguments are just plain stupid, why the hell do you need a storage device for Ki?? and Ki fully recharges on a short and long rest . Anyone can cherry pick random abilities and make another class look worse .A monk is way more versatile than a fighter but a fighter is more durable and is supposed to be the the frontline tank and that's how it was made to be and you are not taking into account the subclasses either. Hey while we are at it, lets just compare the fighter and a Cleric or a rogue and a fighter or a fighter and a druid.
And don't forget DnD is about roleplaying as well not just combat.
Gonna stop you right there. That wasn't ad-hominem. Ad-hominem attacks the person, not the argument. It literally translates to "against the man." An example would be, "you're dumb therefore your argument is wrong." I didn't say that. I called your argument dumb then used sound logic and true premises to create a valid argument. It was rude, but no more so than your original post. That doesn't make it a fallacy though. Since you do seem to like that sort of thing, your second post contained four fallacies. (Hint, this was number one).
None of this points to proving your original argument that the unarmed fighter is better than a monk or that monks are dead. Not being able to store Ki in a magic device is correct but you're making it sound like a much bigger detriment than it actually is. This fallacy is what we call Reductio ad Absurdum. Basically, you make something sound as stupid as possible and try to draw conclusions from it.
Welcome to number 3! The good old Straw Man fallacy. It's when you argue against something that I never was arguing in the first place in order to make yourself sound correct. I said the fighter is probably better than the monk. Your argument was that the unarmed fighter was better than the monk which I argued against. If you want to make a rational argument, figure out how to make the unarmed fighter better than a monk. (hint: you can't).
Also... dex is the best stat in the game so I dunno wtf you're talking about with that last bit.
And here we have a Fallacy of Exclusion. You're ignoring tons of good features like Unarmored movement and Diamond Soul to name a few. Put all the features together and you have a solidly built class. Is it the best class in the game, no. But is it good? Yes. Is it made even better by the optional features from Tasha's? Absolutely. Also... Tongue of the Sun and Moon is a good social feature although admittedly it could have come sooner.
Note the irony: I committed The Fallacy Fallacy.
Wow- how off topic are we?! Sorry to the OP.
Regardless on your position on the fighter vs monk. This IS a monk. Not a very monk like monk but one trained in the art of Ki usage and unarmed combat none-the-less.
I have abandoned the idea of a whip. Next character maybe. But i still have yet to decide on how and when i shall multiclass. One level of light cleric is a given, circumstances strongly favour that option but the decision has now been shifted to the below options which fit pretty well with an adaptable machine taking on characteristics of his team mates.
18 Monk / 1 cleric / 1 Ranger - 1 skill, Canny (expertise), favoured foe (1d4 per round x5 combats/day), Martial weapons (might be too late to really care about this)So it comes down to ASI + Ki vs skill, expertise and sneak damage and i must say that second level dip is looking mighty tempting.
My level 16 ASI is going to cap off wisdom so the level 19 ASI would cap off dex or get a feat. Any feat worth considering to sway my decision do you think?
I took mage slayer on my monk and loved it. Being so mobile makes it easy to get next to a caster and diamond soul makes you very strong against casters. With mage slayer you're able to completely shut down a spell caster. If a caster casts a spell, you stun them.
If you find yourself playing more if a tank roll more often, sentinel is awesome. If an enemy attacked a friend, you stun them.
Attacking more often using your reaction is more opportunity for stuns so I really like those two.
Mobile is popular although I'm not a huge fan.
From Tasha's, I think crusher is amazing. With so many attacks you'll get a critical at least once fairly often and that is a huge boon for the team. When not critically hitting you still get to move people around the battlefield. I'm not sure what your weapon is but if it's a staff, this might be your best choice.
Magic initiate to get hex is pretty cool if you know you're going to be in a longer fight with a single target.
Tough is always good.