Monk Feats

Post/Author/DateTimePost
#1

Squad

Aug 18, 2014 13:29:38

Looking for feedback on what feats would be good for a Monk.  Some initial thoughts . . .

 

Defensive Duelist - nice boost to AC as a reaction for a melee based character, but depends a bit on what weapons you're using.  Perhaps not so great at earlier levels, when you'll want to be using a Quarterstaff or Spear two-handed for d8 damage.  But once your at 12th and all your unarmed/monk weapon attacks are d8, then there are a variety of finesse options.

 

Polearm Master - The first part of this feat isn't helpful, since you already have a bonus action attack, but the second part gives you a nice opportunity attack option when wielding a quarterstaff.

 

Magic Initiate/Spell Sniper - Useful if you want to pick up some Wisdom-based cantrips from Cleric or Druid.  Unfortunately, with attack cantrips your Wisdom will lag behind your Dexterity for the purposes of bonuses to attack rolls, or the difficulty of your saving throws.  Despite that, I like the idea of using Spell Sniper (since some monk paths gain spellcasting, to meet the feat prerequisite) to pick up Thorn Whip at range of 60 and ignoring 1/2 and 3/4 cover - then I can be Scorpion from Mortal Kombat (pull 10 feet = "Get over here!")

 

Others?

#2

mellored

Aug 18, 2014 14:08:51

Resilence seems good in general.  Let's your monk save more.

Lucky is also universally helpful.

#3

Hyphen_

Aug 18, 2014 14:28:39

I'd take Leadership, way of the Four Elements and call myself Aang Last McAirbender

#4

Proletheus

Aug 18, 2014 14:41:43

Squad wrote:
#5

mellored

Aug 18, 2014 14:47:17

Overall, i'd say Dex, Wis, and Con are probably the best options for the monk.

#6

Sorxores

Aug 18, 2014 15:05:49

Alert: +5 ini, cannot be surprise,  no advantage agianst you because the target is hidden

Savage attackwer: 1/turn reroll a melee damage dice and choose which result to use.

Mobile (just for the lol of speed 70)

Martial adept for some fighter maneuvers

Mage slayer, because you know that at the end of this adventure there a evil wizard

Healer, with your speed you can easyly reach the cleric in the back to heal him back up

Grappler

Dungeon Delver becaue the rogue alway roll 1 to detect trap

 

#7

Squad

Aug 18, 2014 16:39:25

Proletheus wrote:
#8

Whir

Aug 18, 2014 17:13:07

I did this same thing last night. The only feat I felt would really benefit my monk was mobile. It's nice to be able to get in and out without incurring OAs. That being said, you really don't get enough movement to make it effective until level 18, so I opted to just put all of my points into attributes. >_>

 

mellored wrote:
#9

ppaladin123

Aug 18, 2014 19:26:59

Whir wrote:
#10

Whir

Aug 18, 2014 20:09:48

ppaladin123 wrote:
#11

ppaladin123

Aug 19, 2014 5:04:43

Whir wrote: