Start with a quarterstaff for 1d8 damage until unarmed damage catches up, use darts for ranged.
ABI's into Dex till it's maxed, then WIS. Any remaining at high levels I'd take feats - maybe lucky, or Alert.
In combat, use mobility and monk speed to spread damage around while moving into and then out of melee in the same turn (Mobility provides no attacks of opportunity from any enemy I tried to hit, regardless of success). After 3rd level apply knock back, knockdown, and (after 5th) stuns strategically while doing the same.
I know you said standard point buy - however I used the Wizard's Dice roller (4d6 drop the lowest) for this character I made for a play-by-post I'm getting in to..
Name & Class: Rammenchi Frozen Mountain (Rammen) Level 3 Tabaxi Monk (Way of the Open Hand)
With these, I can use Dex instead of Str and use the Martial Arts damage die
When taking an Attack action with these, I get one unarmed strike as a bonus action
Unarmored Defense (Monk 1, PHB 48)
Without armor and no shield, my AC is 10 + Dexterity modifier + Wisdom modifier
Ki (Monk 2, PHB 78) [3× per short rest]
I can spend ki to fuel special actions
I need to meditate for at least 30 min of a short rest for that short rest to restore ki
Unarmored Movement (Monk 2, PHB 78) [+10 ft]
Speed increases and eventually lets me traverse some surfaces without falling as I move
Deflect Missiles (Monk 3, PHB 78) [1d10 + 3 + Dexterity modifier; 1 ki to throw]
As a reaction, I can reduce ranged weapon attack damage done to me
If the damage is negated, I catch and may throw it back (20/60 ft) as a monk weapon
Hand Technique (Way of the Open Hand 3, PHB 79)
When I hit a creature with a Flurry of Blows attack I can do one of the following:
- It has to make a Dexterity save or be knocked prone
- It has to make a Strength save or I can push it up to 15 ft away from me
- It can't take reactions until the end of my next turn
Monk features:
Lose Unarmored Defense, Martial Arts, and Unarmored Movement with armor/shields
Flurry of Blows (Ki Feature, PHB 78) [1 ki point]
After taking the Attack action, I can make 2 unarmed attacks as a bonus action
Patient Defense (Ki Feature, PHB 78) [1 ki point]
As a bonus action, I can take the Dodge action
Step of the Wind (Ki Feature, PHB 78) [1 ki point]
As a bonus action, I can either Dash or Disengage; my jump distance doubles when I do so
Racial Traits:
Tabaxi (+2 Dexterity, +1 Charisma)
Cat's Claws: I can use my fanged claws to make unarmed strikes dealing 1d4 slashing damage. They also give me a climbing speed of 20 feet.
Feline Agility: When moving on my turn in combat, I can move double my speed. Once I do this, I can't do it again until I don't move at all on one of my turns.
Proficiencies:
Light armor, simple and other weapons
Languages:
Common, abyssal
Background and Characteristics:
Far Traveler – Wanderer
All Eyes on you - My accent, mannerisms, figures of speech all mark me as foreign. Curious glances are directed my way wherever I go. A nuisance, but I also gain the friendly interest of the curious. I can parley this attention into access I might not otherwise have, for me and my companions. Nobles, scholars, merchants, and guilds, might be among the interested.
Personality Traits: I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting. I have different assumptions from those around me concerning personal space.
Ideals: Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)
Bonds: I'm fascinated by the beauty and wonder of this new land
Flaws: I am secretly convinced of the superiority of my own culture over that of this foreign land.
Feats:
Mobile - When I use the Dash action, difficult terrain doesn't cost me extra movement that turn. When I make a melee attack against a creature, I don't provoke opportunity attacks from that creature for the rest of the turn, whether I hit or not. [+10 ft speed]
Description: Rammen is a lithe, graceful, athletic human with a jaguar-like head and a tail. He has beautiful spotted fur that is white with black spots. He has sharp teeth and retractable claws, which are his primary weapons in combat. He is tall and slender, and has eyes of green.
No armor, short Sword, Whip, Uses Pact weapon to create a Chain-Spear with Reach "the Get over here" ability using lightning lure cantrip reflavored.
Monk abilities: (6ki points DC-14)
Flurry of blows
Patient defence
Step of the wind
Deflect missiles
Stunning strike
Ki-empowered strikes
Touch of death (reduce creature within 5ft to 0hp,gain 8 THP)
**edit** Warlock "Dark ones Blessing" +6 Temp HP when reducing Foe to 0hp**edit**
**+14 THP when reducing foe to 0hp!!!!!**
Extra attack
Hour of reaping (everyone within 30ft can see you must succeed on WIS save or be frightened till end of your turn)
Comments
Modeled after Mortal Combat Scorpion. Lone survivor of his clan he seeks revenge for their death. (Haunted one background) He has entered a pact with Asmodeous towards that end. Covers his Face with his mask, will remove it and use Mask of Many faces to display a Flaming Skull head and use intimidate/Monk Hour of Reaping ability to frighten his opponents. "get over here" ability could use command spell or lightning lure reflavored. Uses fire spells, and Elemental adept to ignore resistance to fire spells. Misty step to surprise opponent and attack with flurry of blows.
Because you will notice that with that +1 to CON all ability scores are even numbers. Now my CON modifier is +2 rather than +1 if CON was a 13. Putting the extra point in any other attribute would not have increased the corresponding modifier as all other scores were already even (ability score modifiers go up on even numbers for ability scores 10, 12, 14, 16, 18, etc).
Post your best monk build here, let us say standard point buy as stated in the PHB.
Last Season on Dragon Ball Z: KAAAAAAAAAAAAAAAAAA
This Season on Dragon Ball Z:AAAAAAAAAAAAAAAAAAA
Next Season on Dragon Ball Z:MEEEEEEEEEEEEEEEEEEEEE
Tabaxi Monk, open hand
What kind of stats you talking, feats?
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Don't remember all of them, but like WIS 15 and DEX 16 (the most important). It was low level so I didn't take any feat, just increased the stats.
Pretty vanilla, but super fun:
Variant Human
Mobility Feat
Ability Scores:
No multi-class.
At level 3 go Way of the Open Hand.
Start with a quarterstaff for 1d8 damage until unarmed damage catches up, use darts for ranged.
ABI's into Dex till it's maxed, then WIS. Any remaining at high levels I'd take feats - maybe lucky, or Alert.
In combat, use mobility and monk speed to spread damage around while moving into and then out of melee in the same turn (Mobility provides no attacks of opportunity from any enemy I tried to hit, regardless of success). After 3rd level apply knock back, knockdown, and (after 5th) stuns strategically while doing the same.
I know you said standard point buy - however I used the Wizard's Dice roller (4d6 drop the lowest) for this character I made for a play-by-post I'm getting in to..

Name & Class: Rammenchi Frozen Mountain (Rammen) Level 3 Tabaxi Monk (Way of the Open Hand)
HP: 20 AC: 17 Speed: 50 feet Initiative: +5 Perception: +4 (Passive 14) Prof. Bonus: +2
KI: 3
WEAPONS:
Cat’s Claws – Melee – (+7) – 1d4+5 slashing
Unarmed Strike – Melee – (+7) – 1d4+5 bludgeoning
Shortsword – melee – (+7) – 1d6+5 piercing
STR: 15 DEX: 20 CON: 13 INT: 8 WIS: 15 CHA: 9 (Saving Throws: STR +4 Dex +7)
Skills:
Acrobatics (+7)
Athletics (+4)
Insight (+4)
Perception (+4)
Stealth (+7)
Features and Traits:
Darkvision – 60 ft
Martial Arts (Monk 1, PHB 78) [1d4]
Monk weapons: shortsword, simple weapon (not two-handed/heavy), unarmed strike
With these, I can use Dex instead of Str and use the Martial Arts damage die
When taking an Attack action with these, I get one unarmed strike as a bonus action
Unarmored Defense (Monk 1, PHB 48)
Without armor and no shield, my AC is 10 + Dexterity modifier + Wisdom modifier
Ki (Monk 2, PHB 78) [3× per short rest]
I can spend ki to fuel special actions
I need to meditate for at least 30 min of a short rest for that short rest to restore ki
Unarmored Movement (Monk 2, PHB 78) [+10 ft]
Speed increases and eventually lets me traverse some surfaces without falling as I move
Deflect Missiles (Monk 3, PHB 78) [1d10 + 3 + Dexterity modifier; 1 ki to throw]
As a reaction, I can reduce ranged weapon attack damage done to me
If the damage is negated, I catch and may throw it back (20/60 ft) as a monk weapon
Hand Technique (Way of the Open Hand 3, PHB 79)
When I hit a creature with a Flurry of Blows attack I can do one of the following:
- It has to make a Dexterity save or be knocked prone
- It has to make a Strength save or I can push it up to 15 ft away from me
- It can't take reactions until the end of my next turn
Monk features:
Lose Unarmored Defense, Martial Arts, and Unarmored Movement with armor/shields
Flurry of Blows (Ki Feature, PHB 78) [1 ki point]
After taking the Attack action, I can make 2 unarmed attacks as a bonus action
Patient Defense (Ki Feature, PHB 78) [1 ki point]
As a bonus action, I can take the Dodge action
Step of the Wind (Ki Feature, PHB 78) [1 ki point]
As a bonus action, I can either Dash or Disengage; my jump distance doubles when I do so
Racial Traits:
Tabaxi (+2 Dexterity, +1 Charisma)
Cat's Claws: I can use my fanged claws to make unarmed strikes dealing 1d4 slashing damage. They also give me a climbing speed of 20 feet.
Feline Agility: When moving on my turn in combat, I can move double my speed. Once I do this, I can't do it again until I don't move at all on one of my turns.
Proficiencies:
Light armor, simple and other weapons
Languages:
Common, abyssal
Background and Characteristics:
Far Traveler – Wanderer
All Eyes on you - My accent, mannerisms, figures of speech all mark me as foreign. Curious glances are directed my way wherever I go. A nuisance, but I also gain the friendly interest of the curious. I can parley this attention into access I might not otherwise have, for me and my companions. Nobles, scholars, merchants, and guilds, might be among the interested.
Personality Traits: I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting. I have different assumptions from those around me concerning personal space.
Ideals: Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)
Bonds: I'm fascinated by the beauty and wonder of this new land
Flaws: I am secretly convinced of the superiority of my own culture over that of this foreign land.
Feats:
Mobile - When I use the Dash action, difficult terrain doesn't cost me extra movement that turn. When I make a melee attack against a creature, I don't provoke opportunity attacks from that creature for the rest of the turn, whether I hit or not. [+10 ft speed]
Description: Rammen is a lithe, graceful, athletic human with a jaguar-like head and a tail. He has beautiful spotted fur that is white with black spots. He has sharp teeth and retractable claws, which are his primary weapons in combat. He is tall and slender, and has eyes of green.
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
Class Monk (Long Death)6 / Warlock4
Warlock Patron Fiend
Role Melee
Invocations Devil's Sight, Mask of Many Faces
Feats/AS Resilient (Con), Dex +2, Elemental Adept (Fire)
Saving Throws Str/Dex/Con
Str 14
Dex 16
Con 12
Int 8
Wis 14
Chr 14
Equipment armor and weapons:
No armor, short Sword, Whip, Uses Pact weapon to create a Chain-Spear with Reach "the Get over here" ability using lightning lure cantrip reflavored.
Monk abilities: (6ki points DC-14)
Flurry of blows
Patient defence
Step of the wind
Deflect missiles
Stunning strike
Ki-empowered strikes
Touch of death (reduce creature within 5ft to 0hp,gain 8 THP)
**edit** Warlock "Dark ones Blessing" +6 Temp HP when reducing Foe to 0hp**edit**
**+14 THP when reducing foe to 0hp!!!!!**
Extra attack
Hour of reaping (everyone within 30ft can see you must succeed on WIS save or be frightened till end of your turn)
Comments
Modeled after Mortal Combat Scorpion. Lone survivor of his clan he seeks revenge for their death. (Haunted one background) He has entered a pact with Asmodeous towards that end. Covers his Face with his mask, will remove it and use Mask of Many faces to display a Flaming Skull head and use intimidate/Monk Hour of Reaping ability to frighten his opponents. "get over here" ability could use command spell or lightning lure reflavored. Uses fire spells, and Elemental adept to ignore resistance to fire spells. Misty step to surprise opponent and attack with flurry of blows.
Suggested spells: Lightning Lure(c), Greenflame Blade(c), Eldritch Blast(c), Hex(1), Hellish Rebuke(1), Darkness(2), Misty Step(2), Scorching Ray(2)
why put the +1 from variant on constitution
Because you will notice that with that +1 to CON all ability scores are even numbers. Now my CON modifier is +2 rather than +1 if CON was a 13. Putting the extra point in any other attribute would not have increased the corresponding modifier as all other scores were already even (ability score modifiers go up on even numbers for ability scores 10, 12, 14, 16, 18, etc).
thanks