If you plan to play locally you should probably play whatever game is open.
But - monks in 5e. They're very mobile, start off best using weapons but can get by with punches form 5th level or so onwards. They get plenty of attacks via spending ki (the main key to playing a monk well is using ki well) and can also spend ki to increase their mobility or AC. You get Stunning Strike, which can lock down a foe for a turn, so everyone else can smash then into a pulp.
They are also the only class to get every saving throw, though it is late (14th level) and the paladin version is arguably better.
The monk has 5 subclasses, of which 4 are good. Don't play the elemental monk, it consumes too much ki for not enough benefit.
The Way of the Open Hand is all about unharm,ed combat - pushing, tripping, etc. Whenever they spend a ki point on a flurry of blows (2 extra attacks as a bonus action) they can also knock a foe prone, push them 15' or leave them unable to attack of opportunity you (assuming the foe fails it's save of course).
It also gets some self healing and the game's only real save or die in Quivering Palm (at 17th level though).
The Way of the Shadow is stealthy. They can spend ki to cast a few spells like darkness, or silence, at 6th level they can teleport between shadows and at 11th they can turn invisible when not in bright light.
The other two come from the Sword Coast Adventurer's Guide, not the Player's Handbook.
The Way of the Long Death is all about killing things. You get temp hp when you kill something and later you can give foes the frightened condition and can choose to have 1 hit point instead of going to 0.
The Way of the Sun Soul turns you into Goku. You get to fire radiant ki bolts as a ranged attack and you can spend ki points to fire a kamehameha - I mean Burning Hands. At 11th they get a weak fireball that doesn't cost ki points. It takes 12 action and it can be powered up with ki, but it's a costless ranged aoe on what is otherwise a melee class.