What are the backgrounds and races that can make a good synergy with the new monk class?
I would like to get your opinion on the choice of race and background and then also starting feat for a monk class. From my point of view it might also depend on the choice of subclass and clearly on one's imaginative taste of the character one wants to create.
I would like to understand what combinations might be interesting, not only for combat phase but also for non-combat phases. I have noticed that some combinations reduce the number of skills, making the player less adaptable to out-of-combat situations. The fact that there is now a separation of unarmed attack between action and bonus action, makes it easier for the monk to use spells during combat (sacrificing one of these actions depending on the spell).
For example, a typical unarmed Goku-style character might be an Open Hand Monk of Aasimar (Saiyan) race and as background Sailor (in space). Another could be Jackie Chan, so an Open Hand monk, Human and as a background Wayfarer or Merchant.
From my point of view the most interesting races for the monk are :
You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Dwarven Toughness
Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
Stonecunning
As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked.
You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).
You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a Long Rest.
Light Bearer
You know the Light cantrip. Charisma is your spellcasting ability for it.
Celestial Revelation
When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can’t do so again until you finish a Long Rest.
Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.
Here are the transformation options:
Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.
Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.
Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.
Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance.
Draconic Ancestors
Dragon
Damage Type
Black
Acid
Blue
Lightning
Brass
Fire
Bronze
Lightning
Copper
Acid
Gold
Fire
Green
Poison
Red
Fire
Silver
Cold
White
Cold
Breath Weapon
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).
You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Damage Resistance
You have Resistance to the damage type determined by your Draconic Ancestry trait.
When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can’t use it again until you finish a Long Rest.
You have Advantage on Intelligence, Wisdom, and Charisma saving throws.
Gnomish Lineage
You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):
Forest Gnome. You know the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell.
Rock Gnome. You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell’s ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn’t do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action.
You are descended from Giants. Choose one of the following benefits—a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:
Cloud’s Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.
Fire’s Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.
Frost’s Chill (Frost Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.
Hill’s Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.
Stone’s Endurance (Stone Giant). When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.
Storm’s Thunder (Storm Giant). When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.
Large Form
Starting at character level 5, you can change your size to Large as a Bonus Action if you’re in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest.
Powerful Build
You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.
When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Long Rest.
Tiefling Traits
Creature Type: Humanoid Size:Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this species Speed: 30 feet
As a Tiefling, you have the following special traits.
You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).
Fiendish Legacies
Legacy
Level 1
Level 3
Level 5
Abyssal
You have Resistance to Poison damage. You also know the Poison Spray cantrip.
You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy Trait.
PHB 2024 Backgrounds
Background
Ability Score improvements
Skill Proficiencies
Origin Feat
Acolyte
Charisma, Intelligence, Wisdom
Insight, Religion
Magic Initiate (Cleric)
Artisan
Dexterity, Intelligence, Strength
Investigation, Persuasion
Crafter
Charlatan
Charisma, Constitution, Dexterity
Deception, Sleight of Hand
Skilled
Criminal
Constitution, Dexterity, Intelligence
Sleight of Hand, Stealth
Alert
Entertainer
Charisma, Dexterity, Strength
Acrobatics, Performance
Musician
Farmer
Constitution, Strength, Wisdom
Animal Handling, Nature
Tough
Guard
Intelligence, Strength, Wisdom
History, Persuasion
Alert
Guide
Constitution, Dexterity, Wisdom
Arcana, History
Magic Initiate (Druid)
Hermit
Charisma, Constitution, Wisdom
Medicine, Religion
Healer
Merchant
Charisma, Constitution, Intelligence
Animal Handling, Persuasion
Lucky
Noble
Charisma, Intelligence, Strength
History, Persuasion
Skilled
Sage
Constitution, Intelligence, Wisdom
Arcana, History
Magic Initiate (Wizard)
Sailor
Dexterity, Strength, Wisdom
Acrobatics, Perception
Tavern Brawler
Scribe
Dexterity, Intelligence, Wisdom
Investigation, Perception
Skilled
Soldier
Constitution, Dexterity, Strength
Athletics, Intimidation
Savage Attacker
Wayfarer
Charisma, Dexterity, Wisdom
Insight, Stealth
Lucky
Feat
Description
Alert
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.
Crafter
Tool Proficiency. You gain proficiency with three different Artisan’s Tools of your choice from the Fast Crafting table.Discount. Whenever you buy a nonmagical item, you receive a 20 percent discount on it.Fast Crafting. When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan’s Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart.
Healer
Battle Medic. If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of ourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.
Lucky
Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
Magic Initiate
Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat’s spells (choose when you select this feat).Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat’s cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.Repeatable. You can take this feat more than once, but you must choose a different spell list each time.
Musician
Instrument Training. You gain proficiency with three Musical Instruments of your choice.Encouraging Song. As you finish a Short or Long Rest, you can play a song on a Musical Instrument with which you have proficiency and give Heroic Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.
Savage Attacker
You’ve trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon’s damage dice twice and use either roll against the target.
Skilled
You gain proficiency in any combination of three skills or tools of your choice.Repeatable. You can take this feat more than once.
Tavern Brawler
Enhanced Unarmed Strike. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d4 plus your Strength modifier instead of the normal damage of an Unarmed Strike.Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.Improvised Weaponry. You have proficiency with improvised weapons. Push. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn.
Tough
Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
No matter which class u play advantage on mental save is huge, gnome are always good. Couples that with diamond soul, and you're practically immune to spell. High elf can replace prestidigitation with blade ward, that is a huge early thing. And they got a free misty step. Not bad. Plus some extra utils out of combat, they are my best bet. The stuff goliath got is cool but its /prof/long rest, and to be fair the 2 ribbon doesnt compete with + skill/darkvision.
As for origin feat, Alert and though (which helps placing points in wisdom, or elsewhere and alleviate the MAD) are my best best (I'm not into given inspiration mechanics such as lucky or musician).
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.
Alert is great on blaster cause they usually dont have high init, and they can make up for shooting first, but it is also great on a character like monk which has good dex, and can give a high init to someone tactically like a blaster who failed, or litterally run and stun an immediate threat by acting first and giving time to other people. While on rogue you want to strike, and I dont think it matter a lot on ranger, I think its a great option on monk.
Magic initiate allow a lot of flavor and customisation I'll never be against it. Not a big fan of skilled tho, for people who really wants it its there, but I don't think it brings a lot, skill monkey is more a casual approach. And after doing the math tavern brawler didnt convince me.
Certainly your strategy is good and also has a touch of class in the group strategy factor, but this may also depend on how you play the game. The Alert feat is tied to an early combat strategy so the more fights you have the more useful it is, whereas if there are few fights the value of Alert decreases.
Skilled gives the character more value outside of combat and this could adjust the lack that the monk has in role-playing outside of combat. This as said before is relative to the way the group plays. If aventura development consists of a type of play with few skill tests, Skilled would lose value.
That is why I think Magic initiate is a good middle ground. Depending on the spells chosen it is possible to be useful both in and out of combat. Then I find the possibility to cast a spell as an action and then perform a flurry of blows as a bonus action exlatant, it would be interesting to perform some open hand technique or a grab on the opponent.
Tavern Brawler is interesting not because it allows the monk to re-roll damage dice that do 1 in unarmed attacks, but because it allows the monk to push the opponent 5 feet once per turn, this permits easy disengage at no cost. I honestly would have given this ability directly to the monk class, instead of inoltrating it to every subclass, and especially limited to a focus point cost.
I'm not into skill monkey. I like to make choices, choosing is giving up. Failing skill check is the biggest part of the narrative. I don't like skill monkey they are good at everything, but more importantly, they are CLONES, they are boring. This is why rogue and ranger are bad, and bard with, 2 attacks on valor and full casting with a possibility to tailor their spelllist is a bit too op.
Like you said though and alert are more team oriented, I want my character to be able to die, hence the savor but I dont want them to die too ence the flavor. Skilled and tavern brawler are selfish. As for the free push, its 100% useless to me. You're supposed to be an anchor, and if u need to retreat u can make that choice, without a ki point now.
After all, the ability to create selfish or altruistic characters depends on the player and how they want to play their adventure. Perhaps what you consider boring for others is pure fun. That's why we like role-playing, because we can choose how we want to play and how we want to develop our character.
As for free disengagement, yes it is possible but sacrificing possible attacks. There are 2 ways, either you sacrifice damage to push your opponent according to the rule of unarmed attacks or you use bonus action or normal action to disengage.
You wanted synergies, well I think I picture the monk as an enabler. Monk early game is extremely strong, and is a character built around self developement thematically. Seems natural for me to bring that self insight and self preserveration to others, and there are many ways to do that.
Monks teach themself first by trial and errors, and then they share (in different forms too). They are a very interesting class. Beauregard fits that pretty damn well, and the choice made for their "sharing" is unique in its way and tailor the character.
What are the backgrounds and races that can make a good synergy with the new monk class?
I would like to get your opinion on the choice of race and background and then also starting feat for a monk class. From my point of view it might also depend on the choice of subclass and clearly on one's imaginative taste of the character one wants to create.
I would like to understand what combinations might be interesting, not only for combat phase but also for non-combat phases. I have noticed that some combinations reduce the number of skills, making the player less adaptable to out-of-combat situations. The fact that there is now a separation of unarmed attack between action and bonus action, makes it easier for the monk to use spells during combat (sacrificing one of these actions depending on the spell).
For example, a typical unarmed Goku-style character might be an Open Hand Monk of Aasimar (Saiyan) race and as background Sailor (in space). Another could be Jackie Chan, so an Open Hand monk, Human and as a background Wayfarer or Merchant.
From my point of view the most interesting races for the monk are :
The races that are okay for the monk :
The races that are uninteresting for the monk :
Among the interesting origin feats for the monk :
What you see written in blue color has been modified according to the discussion in this thread.
Dwarf Traits
Creature Type: Humanoid
Size: Medium (about 4–5 feet tall)
Speed: 30 feet
As a Dwarf, you have these special traits.
Darkvision
You have Darkvision with a range of 120 feet.
Dwarven Resilience
You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Dwarven Toughness
Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
Stonecunning
As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked.
You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Elf Traits
Creature Type: Humanoid
Size: Medium (about 5–6 feet tall)
Speed: 30 feet
As an Elf, you have these special traits.
Darkvision
You have Darkvision with a range of 60 feet.
Elven Lineage
You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).
Fey Ancestry
You have Advantage on saving throws you make to avoid or end the Charmed condition.
Keen Senses
You have proficiency in the Insight, Perception, or Survival skill.
Trance
You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Halfling Traits
Creature Type: Humanoid
Size: Small (about 2–3 feet tall)
Speed: 30 feet
As a Halfling, you have these special traits.
Brave
You have Advantage on saving throws you make to avoid or end the Frightened condition.
Halfling Nimbleness
You can move through the space of any creature that is a size larger than you, but you can’t stop in the same space.
Luck
When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.
Naturally Stealthy
You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.
Human Traits
Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
Speed: 30 feet
As a Human, you have these special traits.
Resourceful
You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful
You gain proficiency in one skill of your choice.
Versatile
You gain an Origin feat of your choice.
Aasimar Traits
Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
Speed: 30 feet
As an Aasimar, you have these special traits.
Celestial Resistance
You have Resistance to Necrotic damage and Radiant damage.
Darkvision
You have Darkvision with a range of 60 feet.
Healing Hands
As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a Long Rest.
Light Bearer
You know the Light cantrip. Charisma is your spellcasting ability for it.
Celestial Revelation
When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can’t do so again until you finish a Long Rest.
Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.
Here are the transformation options:
Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.
Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.
Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.
Dragonborn Traits
Creature Type: Humanoid
Size: Medium (about 5–7 feet tall)
Speed: 30 feet
As a Dragonborn, you have these special traits.
Draconic Ancestry
Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance.
Breath Weapon
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).
You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Damage Resistance
You have Resistance to the damage type determined by your Draconic Ancestry trait.
Darkvision
You have Darkvision with a range of 60 feet.
Draconic Flight
When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can’t use it again until you finish a Long Rest.
Gnome Traits
Creature Type: Humanoid
Size: Small (about 3–4 feet tall)
Speed: 30 feet
As a Gnome, you have these special traits.
Darkvision
You have Darkvision with a range of 60 feet.
Gnomish Cunning
You have Advantage on Intelligence, Wisdom, and Charisma saving throws.
Gnomish Lineage
You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):
Forest Gnome. You know the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell.
Rock Gnome. You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell’s ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn’t do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action.
Goliath Traits
Creature Type: Humanoid
Size: Medium (about 7–8 feet tall)
Speed: 35 feet
As a goliath, you have these special traits.
Giant Ancestry
You are descended from Giants. Choose one of the following benefits—a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:
Cloud’s Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.
Fire’s Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.
Frost’s Chill (Frost Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.
Hill’s Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.
Stone’s Endurance (Stone Giant). When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.
Storm’s Thunder (Storm Giant). When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.
Large Form
Starting at character level 5, you can change your size to Large as a Bonus Action if you’re in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest.
Powerful Build
You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.
Orc Traits
Creature Type: Humanoid
Size: Medium (about 6–7 feet tall)
Speed: 30 feet
As an Orc, you have these special traits.
Adrenaline Rush
You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus.
You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.
Darkvision
You have Darkvision with a range of 120 feet.
Relentless Endurance
When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Long Rest.
Tiefling Traits
Creature Type: Humanoid
Size:Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this species
Speed: 30 feet
As a Tiefling, you have the following special traits.
Darkvision
You have Darkvision with a range of 60 feet.
Fiendish Legacy
You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).
Otherworldly Presence
You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy Trait.
PHB 2024 Backgrounds
Background
Ability Score improvements
Skill Proficiencies
Origin Feat
Feat
Description
No matter which class u play advantage on mental save is huge, gnome are always good. Couples that with diamond soul, and you're practically immune to spell.
High elf can replace prestidigitation with blade ward, that is a huge early thing. And they got a free misty step. Not bad. Plus some extra utils out of combat, they are my best bet.
The stuff goliath got is cool but its /prof/long rest, and to be fair the 2 ribbon doesnt compete with + skill/darkvision.
As for origin feat, Alert and though (which helps placing points in wisdom, or elsewhere and alleviate the MAD) are my best best (I'm not into given inspiration mechanics such as lucky or musician).
Alert does not convince me.
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.
Alert is great on blaster cause they usually dont have high init, and they can make up for shooting first, but it is also great on a character like monk which has good dex, and can give a high init to someone tactically like a blaster who failed, or litterally run and stun an immediate threat by acting first and giving time to other people.
While on rogue you want to strike, and I dont think it matter a lot on ranger, I think its a great option on monk.
Magic initiate allow a lot of flavor and customisation I'll never be against it.
Not a big fan of skilled tho, for people who really wants it its there, but I don't think it brings a lot, skill monkey is more a casual approach.
And after doing the math tavern brawler didnt convince me.
Certainly your strategy is good and also has a touch of class in the group strategy factor, but this may also depend on how you play the game. The Alert feat is tied to an early combat strategy so the more fights you have the more useful it is, whereas if there are few fights the value of Alert decreases.
Skilled gives the character more value outside of combat and this could adjust the lack that the monk has in role-playing outside of combat. This as said before is relative to the way the group plays. If aventura development consists of a type of play with few skill tests, Skilled would lose value.
That is why I think Magic initiate is a good middle ground. Depending on the spells chosen it is possible to be useful both in and out of combat. Then I find the possibility to cast a spell as an action and then perform a flurry of blows as a bonus action exlatant, it would be interesting to perform some open hand technique or a grab on the opponent.
Tavern Brawler is interesting not because it allows the monk to re-roll damage dice that do 1 in unarmed attacks, but because it allows the monk to push the opponent 5 feet once per turn, this permits easy disengage at no cost. I honestly would have given this ability directly to the monk class, instead of inoltrating it to every subclass, and especially limited to a focus point cost.
I'm not into skill monkey. I like to make choices, choosing is giving up. Failing skill check is the biggest part of the narrative. I don't like skill monkey they are good at everything, but more importantly, they are CLONES, they are boring. This is why rogue and ranger are bad, and bard with, 2 attacks on valor and full casting with a possibility to tailor their spelllist is a bit too op.
Like you said though and alert are more team oriented, I want my character to be able to die, hence the savor but I dont want them to die too ence the flavor.
Skilled and tavern brawler are selfish. As for the free push, its 100% useless to me. You're supposed to be an anchor, and if u need to retreat u can make that choice, without a ki point now.
After all, the ability to create selfish or altruistic characters depends on the player and how they want to play their adventure. Perhaps what you consider boring for others is pure fun. That's why we like role-playing, because we can choose how we want to play and how we want to develop our character.
As for free disengagement, yes it is possible but sacrificing possible attacks. There are 2 ways, either you sacrifice damage to push your opponent according to the rule of unarmed attacks or you use bonus action or normal action to disengage.
oh yeah it definitely is my perspective,
You wanted synergies, well I think I picture the monk as an enabler.
Monk early game is extremely strong, and is a character built around self developement thematically.
Seems natural for me to bring that self insight and self preserveration to others, and there are many ways to do that.
Monks teach themself first by trial and errors, and then they share (in different forms too).
They are a very interesting class.
Beauregard fits that pretty damn well, and the choice made for their "sharing" is unique in its way and tailor the character.