I do plan on going over this exact thing along with some sample builds (it's what's taking me so long, in part). The crib notes are that Extra Attack makes up for the srop in offense (and then some), while your higher AC partially compensates for the lack of HP higher CR critters have (except CR 3, it seems). Whether to go beyond Monk 5 depends on whether you want more Ki for your Ki abilities, or bigger CR forms. Given the official high CR beasts, you'll want to be Monk.I like the concept, but both monk and druid are very dependent on class level, not character level. It's like there's little natural synergy except for unarmed defense occasionally raising AC and the extra martial arts attack.
Monk levels don't increase wildshape CR, nor casting. Until you reach high levels of Monk the unarmed damage is probably no/minimal increase over a druid form.
Druid levels don't help get to extra attack, don't advance monk unarmed or Ki points.
This does give a strong tier 1 & 2 character - and that's not something to be dismissed since that's where most play time seems to happen.
But ignoring Elemental forms as not much synergy discounts how improved they are over beast forms already. Is a monk/druid better at physical then a straight druid with elemental form? The straight druid would also have the advantage casting when not wildshaped. I worry this won't keep up.
Or is the idea to have an unbalanced growth as primary - monk 2 and the rest druid for unarmored defense, movement, extra martial arts attack, and ki. Or Moon Druid 2 for wild shape extra HPs/form's movement and then go the rest Monk?
Female Steeder: A great Dexterity score and a great attack combine to make a great choice. It also has good mobility.
Giant Toad: The problem with the Giant Toad is that swallow is an action, and if you grapple something you can't use your strong attack. Otherwise this would be a solid choice.
Thanks for catching that!Giant Toad's aren't a Wildshape Option until Level 4, since they have a swim speed.
One isn't an errata for the other, so Steeders exist as both Monstrosities and Beasts. As such, I'll continue to list it for those who run into beast Steeders.Steeders are Monstrosities, not Beasts. Therefore they're not eligible for Wildshape. (They were originally published as Beasts in Out of the Abyss, but that was corrected to Monstrosities in Mordenkainen's Tome of Foes.)
Edit: As for elemental forms, in terms of offense and defence, they're at best on par with karate kids, which is why I dismiss them. The special features don't seem worth both your Wildshapes.
Everything's evaulated with regards to being multiclassed already, so when I talk about Elementals I'm comparing a Monk 1(-5)/Druid 10's beast form to their elemental.Thanks for explaining all of that, it makes sense.
There is one point I'm still not sure about:
I'm not sure I see this. At character level 10, a straight druid has elemental wildshape if they need it. At character level 10, what does a karate kid have to emulate?
monk 5/druid 5 would have extra attack, but on a CR 2 creature. unarmed would be lower then the elemental wildshape damages. depending on the elemental wildshape vs. wildshape forms which has better movement when you include the monk bonus. An earth elemental has better AC then unarmed defense will give you as well as all those HPs.
As for using two wildshapes, I'll give you two scenarios that both equal that out. First is a tough battle where you'll run out of HPs of the first form and need to use the another. The other is that a druid 5 will be able to maintain a wildshape for only 2 hours, while a druid 10 will be able to maintain a wildshape for 5 hours - likely that if not brought to zero that it can likely last through what would cover two shorter uses, and likely until a short rest.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.