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Best Feats for Monk in D&D 5e - Ranked
dnd 5e 2014

Best Feats for Monk in D&D 5e - Ranked

5 min read
By Andrew Blase

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  1. Guides
  2. >D&D 5e
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  4. >Best Feats for Monk in D&D 5e - Ranked

The short answer

The top D&D 5e (2014) Monk feats are Mobile, Alert, Fey Touched, and Lucky. Monks are Multiple Ability Dependent, needing Dexterity, Wisdom, and Constitution, so feats that also grant a stat bump, like Fey Touched, are especially efficient. Mobile pairs well with the class's fast Unarmored Movement speed.

Monks are the Multiple Ability Dependency class of D&D 5e 2014. They want Dexterity for attacks and AC, Wisdom for AC and some subclass features, and Constitution for HP and survival. With only three ASI/feat slots by level 12, every investment matters. The best Monk feats either include a stat bump (solving the MAD problem partially) or provide utility so powerful it outweighs the stat trade-off.

On this page

  • Disclaimer
  • Monk Feat Priorities
  • Top Feats for Monk
  • ● Mobile
  • ● Alert
  • ● Fey Touched
  • ● Shadow Touched
  • ● Lucky
  • ● Resilient (Constitution or Wisdom)
  • ● Tough
  • ● Gift of the Gem Dragon (Fizban's)
  • Feats to Avoid
  • Example Feat Progression
  • FAQ

D&D 5e Best Feats for Monk


Disclaimer

This guide uses 2014 D&D Player's Handbook rules and TCoE. This is not a 2024 edition guide.


Monk Feat Priorities

  1. Dexterity 20 - Attack rolls, AC (Unarmored), and Dex saves are all primary
  2. Mobile or Alert - Monks need mobility and initiative to deliver Stunning Strike reliably
  3. Fey Touched or Shadow Touched - Half-feats that bump Wisdom/Dex and add utility
  4. Lucky or Tough - Survival and reliability after core stats are handled

Top Feats for Monk

● Mobile

Mobile on a Monk is extraordinary. Monks already have Unarmored Movement adding 15-30 feet by mid-levels. Mobile adds another 10 feet and the no-OA after attacking. The combination creates a character that can close to any point on the battlefield, Stun, and leave, forcing the stunned enemy's turn to be used standing there helpless. Mobile guide

● Alert

Monks need to act before enemies to get into position, stun priority targets, and deny enemies their best first-round actions. A Monk who goes first can Stun before the boss acts, potentially locking it down for the party to unload on it with advantage. Alert guide

● Fey Touched

+1 Wisdom (improving AC and some subclass features), free Misty Step once per long rest (the Monk's escape tool is now free), and a 1st-level enchantment spell once free. Misty Step is particularly valuable for Monks who get grappled: a free teleport escape without using Ki. Fey Touched guide

● Shadow Touched

+1 Wisdom, free Invisibility once per long rest, and a 1st-level illusion or necromancy spell. A Shadow Monk or Way of Shadow Monk using this is thematically perfect: Invisible plus shadow magic capabilities. Invisibility also gives advantage on the next attack, useful for Stunning Strike delivery. Shadow Touched guide

● Lucky

Rerolls on death saves, attack rolls for Stunning Strike, and Ki saving throws when enemies try to control the Monk. Universally useful and especially important for a class whose action economy depends on hitting consistently. Lucky guide

● Resilient (Constitution or Wisdom)

Monks have Strength and Dexterity saves proficiency. Constitution saves (for concentration, if multiclassed) and Wisdom saves (against Frightened, Hold, Dominate) are the gaps. Constitution is the bigger threat to Monks in the mid-game. Resilient guide

● Tough

Monks have d8 hit dice and moderate Constitution. Tough adds +2 HP per level retroactively. At level 10, that is 20 extra HP keeping them in the frontline longer between short rests. Tough guide

● Gift of the Gem Dragon (Fizban's)

A Wisdom half-feat directly improves ki save DC, Unarmored Defense AC, Perception, and Insight simultaneously. Telekinetic Reprisal's melee-range reaction also fits a Monk's typical positioning. Gift of the Gem Dragon guide


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Feats to Avoid

Great Weapon Master: Monks cannot use GWM's heavy weapon requirement with Martial Arts or Flurry of Blows. Completely incompatible.

Sharpshooter: Monks are melee combatants. Ranged attack feats don't align with the class's power structure.

Magic Initiate: Monks already get Ki-fueled utility from their class features. A handful of cantrips and one 1st-level spell add little compared to closing the Constitution or Wisdom save gap.


Example Feat Progression

Level 4: ASI, Dexterity 16 to 18. Getting Dexterity to 20 is the first priority for most Monks. The attack bonus and AC improvement from each Dexterity step is significant.

Level 8: Mobile or Alert. Once Dexterity reaches 18 or 20, take the mobility feat that matches your playstyle. Mobile is better for active gap-closing and evasion; Alert is better for guaranteed first-strike Stunning Strike.

Level 12: Fey Touched (Wisdom bump + free Misty Step) or Lucky. By level 12, primary mobility is handled. Fey Touched adds a Wisdom bump and free utility spells without a Ki cost. Lucky provides insurance across all d20 rolls.


FAQ

Feats vs. ASIs for Monks? ASIs first: Dexterity to 20 before most feats. Half-feats (Fey Touched, Shadow Touched) solve both problems simultaneously.

Why is GWM bad for Monks? Incompatible weapon requirements and Martial Arts interaction rules.

Is Resilient (Con) good? Yes, Monks lack Constitution save proficiency, so Resilient (Con) closes a real gap.

Does Mobile help Monks significantly? Yes, it combines with natural Monk speed for extraordinary battlefield coverage.

Is Stunning Strike better than any feat? It's a class feature, not a feat, but optimizing around it is more important than any single feat choice.

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