Mobile: Allows the monk to avoid using Step of the Wind and thus saves ki points. Helps the monk make the most of his speed in each of its turns.
Crusher: Less effective than Mobile, but with the same objective (with a +1 ability score)
I would say I actually prefer Crusher to Mobile now; it being a half feat makes it hugely valuable to Monks with their limited ability score increases (why they don't get an extra at 10th like Rogues do is beyond me, we really need it), plus the extra speed of Mobile isn't really that important to a Monk (we're already crazy fast so it's less of a boost to us).
While shunting a creature 5 feet isn't a guaranteed equivalent to Disengage, being able to help allies move away instead (by punching an enemy away from them) is extremely valuable IMO in the Monk's weird sort of mixed front-line, rogue and support roles. Also, since the feat only requires that you hit a creature (not an enemy) you can actually technically punch yourself out of reach, though as Monk it's going to hurt. 😂
The pseudo-stun on critical hits is also a neat feature, as Monks have a pretty good chance of scoring a critical in a combat when making 3-4 attacks.
All of these things combined make it my number 1 pick for a Monk now as every part of the feat is valuable, and it combos nicely with the classic quarterstaff + unarmed.
I'd also give a mention to Sentinel; it hurts to take any feat that isn't a half-feat, but locking enemies down and a fairly common reaction attack are both excellent benefits if your party needs someone else able to run interference for allies, but again Crusher may be the easier choice.
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Mobile: Allows the monk to avoid using Step of the Wind and thus saves ki points. Helps the monk make the most of his speed in each of its turns.
Crusher: Less effective than Mobile, but with the same objective (with a +1 ability score)
I would say I actually prefer Crusher to Mobile now; it being a half feat makes it hugely valuable to Monks with their limited ability score increases (why they don't get an extra at 10th like Rogues do is beyond me, we really need it), plus the extra speed of Mobile isn't really that important to a Monk (we're already crazy fast so it's less of a boost to us).
Not at all. Monks basically get four Resilient feats at level 14. That said, Crusher is a really good feat for Monks and you are right that Mobile isn't as important to Monks.
why they don't get an extra at 10th like Rogues do is beyond me, we really need it
Not at all. Monks basically get four Resilient feats at level 14. That said, Crusher is a really good feat for Monks and you are right that Mobile isn't as important to Monks.
At best we only get half, as we don't get any of the ability score increases (Resilient is a half feat), and it's really the ability score increases that we need, as Monks ideally want good Dexterity, Wisdom and Constitution (since we only have a d8 hit dice). Under point buy we can at best get a 16 and a 17 in Dexterity and Wisdom, so we need at least four ability score increases to maximise these (three +2 scores and a half feat), that only gives us one extra for Constitution or a full feat, and only in a campaign that's going to 19th-level.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
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why they don't get an extra at 10th like Rogues do is beyond me, we really need it
Not at all. Monks basically get four Resilient feats at level 14. That said, Crusher is a really good feat for Monks and you are right that Mobile isn't as important to Monks.
At best we only get half, as we don't get any of the ability score increases (Resilient is a half feat), and it's really the ability score increases that we need, as Monks ideally want good Dexterity, Wisdom and Constitution (since we only have a d8 hit dice). Under point buy we can at best get a 16 and a 17 in Dexterity and Wisdom, so we need at least four ability score increases to maximise these (three +2 scores and a half feat), that only gives us one extra for Constitution for a full feat, and only in a campaign that's going to 19th-level.
Not sure who the "we" is, none of the people on the forum are actual D&D monks. But yeah, if you want to powergame then I guess you'd always want more ASIs. Just like with most classes though, Monks do just fine with a Dex of 20 and Wisdom 16 (or vice versa or an even split, depending on preferences) and this can easily be achieved at level 8, depending on lineage. Bumping Con for extra hit points is a bit of a waste, you'll gain twice as much just by taking the Tough feat.
"We" as in Monk players/characters, it's pretty standard grammar?
But yeah, if you want to powergame then I guess you'd always want more ASIs.
It's nothing to do with powergaming, it's to do with Monk balance; we get the same hit dice as a Rogue but unlike Rogues our defensive features are resource bound, we're multi-ability score dependent (Rogues only need Dexterity, we ideally need good Dexterity and Wisdom at a minimum). Yet Rogues get the additional ability score increase and we don't, but Monks arguably need it more.
Bumping Con for extra hit points is a bit of a waste, you'll gain twice as much just by taking the Tough feat.
Sure, and taking that feat that would be much easier with an extra ability score increase. 😝
However boosting Constitution also helps with Constitution saving throws; waiting for 14th-level is not a great option when most campaigns won't reach that point. But even for higher level campaigns, a 10th-level ASI would mean we can justify taking a feat sooner, knowing we can bump scores later. It's pretty much my number 1 change hoped for for OneD&D.
But my entire point was that Monks need to be careful about taking full feats as we only have so many ability score increases and that can make progression tricky; this makes half feats a lot more valuable for us which is why I would usually recommend one over a full feat in most cases.
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"We" as in Monk players/characters, it's pretty standard grammar?
But yeah, if you want to powergame then I guess you'd always want more ASIs.
It's nothing to do with powergaming, it's to do with Monk balance; we get the same hit dice as a Rogue but unlike Rogues our defensive features are resource bound, we're multi-ability score dependent (Rogues only need Dexterity, we ideally need good Dexterity and Wisdom at a minimum). Yet Rogues get the additional ability score increase and we don't, but Monks arguably need it more.
Monks and rogues get different defensive features, so monks don't need more ASIs.
Bumping Con for extra hit points is a bit of a waste, you'll gain twice as much just by taking the Tough feat.
Sure, and taking that feat that would be much easier with an extra ability score increase. 😝
However boosting Constitution also helps with Constitution saving throws; waiting for 14th-level is not a great option when most campaigns won't reach that point. But even for higher level campaigns, a 10th-level ASI would mean we can justify taking a feat sooner, knowing we can bump scores later. It's pretty much my number 1 change hoped for for OneD&D.
Except you weren't talking about other benefits but purely about HP, which is what I responded to.
But my entire point was that Monks need to be careful about taking full feats as we only have so many ability score increases and that can make progression tricky; this makes half feats a lot more valuable for us which is why I would usually recommend one over a full feat in most cases.
Monks and rogues get different defensive features, so monks don't need more ASIs.
My (secondary) point, as I already stated, is that Monks are more multi-ability score dependent than Rogues, and yet Rogues are the ones that get the additional ability score increase.
Of the two, the Monk class is the one that clearly needs it more, and it fits a similar role in combat as a mobile skirmisher; "they're two different classes" holds little weight when they have similarities, and one has the problem and the other has the solution. The key to Monk as a class is adaptability, but that doesn't extend to how we can build them as we pretty much have to boost both Dexterity and Wisdom to function effectively, leaving less freedom to do anything else, especially when most players are going to find they want more durability as well (especially in groups where the Monk is one of their main melee fighters).
And yet again, it was a throwaway comment only tangentially related to the topic at hand. Because what my primary point in raising it at all was is that Monks don't have a lot of freedom to take feats, which should be considered when selecting any, and that's simply an objective fact. I have no idea why you're so obsessed with being off topic, or why you felt the need to be so offensive the first time, and then come back and re-post after having what you said originally removed as there's nothing to be gained here?
When monks are selecting any feat they need to be careful about what they pick, because a full feat is a full two points of ability scores lost; this makes half-feats more valuable, especially if you either already have an odd ability score, or you can come up with a long term plan around two half feats (Crusher and Skill Expert for example can make a very well rounded character, depending upon the campaign) but most campaigns won't get you that far so it's unlikely to be worth it.
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Monks and rogues get different defensive features, so monks don't need more ASIs.
My (secondary) point, as I already stated, is that Monks are more multi-ability score dependent than Rogues, and yet Rogues are the ones that get the additional ability score increase.
Paladins are also MAD yet they don't get more ASIs. That isn't really a reason to give a class more ASIs.
Of the two, the Monk class is the one that clearly needs it more, and it fits a similar role in combat as a mobile skirmisher;
Except the Monk doesn't need any more ASI. Like we've already gone over, they get the equivalent of reslient feats at lvl 14 and even before that they can easily start out with a a16 in all necessary Abilities (or go half elf, take a starting Dex of 17 and then cheese it by taking Eleven accuracy at lvl 4). But yes, Monks are pretty damn well suited for the skirmish role, the gun unarmoured defence, unarmoured movement, patient defence, step of the wind and deflect missiles. There's really no need for anything more.
"they're two different classes" holds little weight when they have similarities, and one has the problem and the other has the solution. The key to Monk as a class is adaptability, but that doesn't extend to how we can build them as we pretty much have to boost both Dexterity and Wisdom to function effectively, leaving less freedom to do anything else, especially when most players are going to find they want more durability as well (especially in groups where the Monk is one of their main melee fighters).
As already mentioned, unless you are out to powergame and maximize every single stat, you can already do that. An AC of 18 paired with Patient Defence is good enough for most games, if you want more HP there is always the Tough feat. "More ASIs" isn't the only solution to the percieved problem. The Monk already has a toolbox full of solutions. Just because you don't want to use those tools doesn't mean the tools themselves don't work.
And yet again, it was a throwaway comment only tangentially related to the topic at hand. Because what my primary point in raising it at all was is that Monks don't have a lot of freedom to take feats, which should be considered when selecting any, and that's simply an objective fact.
Monks have no more restrictions than any other class when it comes to what feats they are allowed to take. Not sure where you got that notion. And as mentioned, they literally have the same number of ASIs as all but two other classes.
I have no idea why you're so obsessed with being off topic, or why you felt the need to be so offensive the first time, and then come back and re-post after having what you said originally removed as there's nothing to be gained here?
Isn't everyone entitled to their opinion?
When monks are selecting any feat they need to be careful about what they pick, because a full feat is a full two points of ability scores lost; this makes half-feats more valuable, especially if you either already have an odd ability score, or you can come up with a long term plan around two half feats (Crusher and Skill Expert for example can make a very well rounded character, depending upon the campaign) but most campaigns won't get you that far so it's unlikely to be worth it.
Again, unless you are focused purely on minmaxing or powergaming they don't have to be more or less careful than other classes.
Paladins are also MAD yet they don't get more ASIs. That isn't really a reason to give a class more ASIs.
Paladins only really need high Strength and moderate Constitution; they already have more hit-points thanks to a larger hit-dice (d10) and a built in pool of healing (Lay on Hands), as well as built in boosts to saving throws (Aura of Protection).
They only need high Charisma if they want to focus on attack or save based spells or abilities, but they are very much not required to, as you can just easily run them with limited actual spellcasting (i.e- use the slots mostly for Divine Smite, with utility spells in case you need them), so a +2 or +3 will be plenty for most Paladins well into tier 4, and it's possible to run them even lower than that.
Except the Monk doesn't need any more ASI. Like we've already gone over, they get the equivalent of reslient feats at lvl 14
And as I've already pointed out they don't; Resilient is a half feat, and what they're getting is only the save proficiencies so it's already gone from "4 free feats" to 2 at best, because some of those proficiencies are more valuable than others. It's not a bad feature by any means (it's one of the better ones), but it's surrounded by a number of less than good features, and the argument that they're basically getting free feats is based on an assumption that your average monk would have taken those feats if given the choice (which they very likely would not).
Plus it's a 14th-level feature at a level of play many campaigns won't make it to; while a 10th-level ASI is on the edge of that as well, one of the benefits is the impact it has on earlier choices. Knowing that your choice at 4th- or 8th-level won't block off your options later on (if you make it that far) gives you a lot more flexibility.
As already mentioned, unless you are out to powergame and maximize every single stat, you can already do that. An AC of 18 paired with Patient Defence is good enough for most games, if you want more HP there is always the Tough feat. "More ASIs" isn't the only solution to the percieved problem. The Monk already has a toolbox full of solutions. Just because you don't want to use those tools doesn't mean the tools themselves don't work.
It has nothing to do with powergaming or maximising; yet again you're assuming an intention that I have explicitly and repeatedly stated is not the case.
I have played, and played with, multiple monks of varying levels of optimisation, and my view is still that they should have an additional ability score increase as part of any future changes (and should have had it in the first place).
Meanwhile constantly trying to accuse me of incompetence is what got your other post deleted.
Monks have no more restrictions than any other class when it comes to what feats they are allowed to take. Not sure where you got that notion. And as mentioned, they literally have the same number of ASIs as all but two other classes.
Take a look at the ability score dependence of those other classes; your main casters (Bard, Cleric, Sorcerer, Wizard, Warlock) are mostly dependent on their spellcasting ability. Some may want Dexterity, some might want Constitution, some might want both, but these are far from required, and really are options for how you build them.
Artificers have two sub-classes that only really need their spellcasting ability (Alchemist and Artillerist) and two that may also want Constitution (Armorer and Battle Smith), the latter two can use Intelligence for any attacks they make. Plus an Artificer can just straight up give themselves ability scores of 19 later on using the replicate item infusion. If you wanted to do you could build an Artificer with 20+ Intelligence, five feats and still have 19 in every other score.
Ranger is similar to Paladin with the better hit dice, most don't need to focus overly much on their spellcasting ability, as they have a lot of options that don't require it (hunter's mark, healing spells benefit but don't need it to be high and also help with the Ranger's durability etc.), they also have good support for ranged builds with the Archery Fighting Style and those don't need a lot of Constitution.
Meanwhile the two least ability score dependent classes are the ones that have bonus ability score increases; for the Fighter this is arguably because feats were always intended to be their 6th- and 14th-level features (despite being an optional rule), but the Rogue arguably doesn't need their 10th-level ability score increase at all; it's always been a strange design decision, and it's a feature Monk has a far better case for as I believe I've more than shown.
Isn't everyone entitled to their opinion?
Apparently not, because you've been giving me the third degree about a throwaway aside that was only tangentially related to the subject of the thread at the time, and clearly wasn't intended to derail the entire thread. In another thread a back and forth on this one issue might be fine, or in a thread of its own, but it is off-topic when the OP was only asking what feats go well with Monks.
And for that reason I'm not going to say anything more on this.
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What are some extra feats that go well with monks?
What monk feats would you switch out for new ones?
Mobile: Allows the monk to avoid using Step of the Wind and thus saves ki points. Helps the monk make the most of his speed in each of its turns.
Crusher: Less effective than Mobile, but with the same objective (with a +1 ability score)
Martial Adept: Perfect for improve Monk martial arts.
Tough: Perfect for surviving longer.
Magic Initiate: Perfect for adding Hunter mark or Hex spell, also interesting is the Open hand push attack + Create Bonfire cantrip combo.
Fey Touched: Other spells
Lucky: If you are unlucky with dice, this is the perfect feat.
Mage Slayer: This feat combined with the abilities of a monk allows one to become the nemesis of any spellcaster.
I would say I actually prefer Crusher to Mobile now; it being a half feat makes it hugely valuable to Monks with their limited ability score increases (why they don't get an extra at 10th like Rogues do is beyond me, we really need it), plus the extra speed of Mobile isn't really that important to a Monk (we're already crazy fast so it's less of a boost to us).
While shunting a creature 5 feet isn't a guaranteed equivalent to Disengage, being able to help allies move away instead (by punching an enemy away from them) is extremely valuable IMO in the Monk's weird sort of mixed front-line, rogue and support roles. Also, since the feat only requires that you hit a creature (not an enemy) you can actually technically punch yourself out of reach, though as Monk it's going to hurt. 😂
The pseudo-stun on critical hits is also a neat feature, as Monks have a pretty good chance of scoring a critical in a combat when making 3-4 attacks.
All of these things combined make it my number 1 pick for a Monk now as every part of the feat is valuable, and it combos nicely with the classic quarterstaff + unarmed.
I'd also give a mention to Sentinel; it hurts to take any feat that isn't a half-feat, but locking enemies down and a fairly common reaction attack are both excellent benefits if your party needs someone else able to run interference for allies, but again Crusher may be the easier choice.
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Not at all. Monks basically get four Resilient feats at level 14. That said, Crusher is a really good feat for Monks and you are right that Mobile isn't as important to Monks.
At best we only get half, as we don't get any of the ability score increases (Resilient is a half feat), and it's really the ability score increases that we need, as Monks ideally want good Dexterity, Wisdom and Constitution (since we only have a d8 hit dice). Under point buy we can at best get a 16 and a 17 in Dexterity and Wisdom, so we need at least four ability score increases to maximise these (three +2 scores and a half feat), that only gives us one extra for Constitution or a full feat, and only in a campaign that's going to 19th-level.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
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Not sure who the "we" is, none of the people on the forum are actual D&D monks. But yeah, if you want to powergame then I guess you'd always want more ASIs. Just like with most classes though, Monks do just fine with a Dex of 20 and Wisdom 16 (or vice versa or an even split, depending on preferences) and this can easily be achieved at level 8, depending on lineage. Bumping Con for extra hit points is a bit of a waste, you'll gain twice as much just by taking the Tough feat.
"We" as in Monk players/characters, it's pretty standard grammar?
It's nothing to do with powergaming, it's to do with Monk balance; we get the same hit dice as a Rogue but unlike Rogues our defensive features are resource bound, we're multi-ability score dependent (Rogues only need Dexterity, we ideally need good Dexterity and Wisdom at a minimum). Yet Rogues get the additional ability score increase and we don't, but Monks arguably need it more.
Sure, and taking that feat that would be much easier with an extra ability score increase. 😝
However boosting Constitution also helps with Constitution saving throws; waiting for 14th-level is not a great option when most campaigns won't reach that point. But even for higher level campaigns, a 10th-level ASI would mean we can justify taking a feat sooner, knowing we can bump scores later. It's pretty much my number 1 change hoped for for OneD&D.
But my entire point was that Monks need to be careful about taking full feats as we only have so many ability score increases and that can make progression tricky; this makes half feats a lot more valuable for us which is why I would usually recommend one over a full feat in most cases.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
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Monks and rogues get different defensive features, so monks don't need more ASIs.
Except you weren't talking about other benefits but purely about HP, which is what I responded to.
They have as many ASIs as most other classes.
My (secondary) point, as I already stated, is that Monks are more multi-ability score dependent than Rogues, and yet Rogues are the ones that get the additional ability score increase.
Of the two, the Monk class is the one that clearly needs it more, and it fits a similar role in combat as a mobile skirmisher; "they're two different classes" holds little weight when they have similarities, and one has the problem and the other has the solution. The key to Monk as a class is adaptability, but that doesn't extend to how we can build them as we pretty much have to boost both Dexterity and Wisdom to function effectively, leaving less freedom to do anything else, especially when most players are going to find they want more durability as well (especially in groups where the Monk is one of their main melee fighters).
And yet again, it was a throwaway comment only tangentially related to the topic at hand. Because what my primary point in raising it at all was is that Monks don't have a lot of freedom to take feats, which should be considered when selecting any, and that's simply an objective fact. I have no idea why you're so obsessed with being off topic, or why you felt the need to be so offensive the first time, and then come back and re-post after having what you said originally removed as there's nothing to be gained here?
When monks are selecting any feat they need to be careful about what they pick, because a full feat is a full two points of ability scores lost; this makes half-feats more valuable, especially if you either already have an odd ability score, or you can come up with a long term plan around two half feats (Crusher and Skill Expert for example can make a very well rounded character, depending upon the campaign) but most campaigns won't get you that far so it's unlikely to be worth it.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Paladins are also MAD yet they don't get more ASIs. That isn't really a reason to give a class more ASIs.
Except the Monk doesn't need any more ASI. Like we've already gone over, they get the equivalent of reslient feats at lvl 14 and even before that they can easily start out with a a16 in all necessary Abilities (or go half elf, take a starting Dex of 17 and then cheese it by taking Eleven accuracy at lvl 4). But yes, Monks are pretty damn well suited for the skirmish role, the gun unarmoured defence, unarmoured movement, patient defence, step of the wind and deflect missiles. There's really no need for anything more.
As already mentioned, unless you are out to powergame and maximize every single stat, you can already do that. An AC of 18 paired with Patient Defence is good enough for most games, if you want more HP there is always the Tough feat. "More ASIs" isn't the only solution to the percieved problem. The Monk already has a toolbox full of solutions. Just because you don't want to use those tools doesn't mean the tools themselves don't work.
Monks have no more restrictions than any other class when it comes to what feats they are allowed to take. Not sure where you got that notion. And as mentioned, they literally have the same number of ASIs as all but two other classes.
Isn't everyone entitled to their opinion?
Again, unless you are focused purely on minmaxing or powergaming they don't have to be more or less careful than other classes.
Paladins only really need high Strength and moderate Constitution; they already have more hit-points thanks to a larger hit-dice (d10) and a built in pool of healing (Lay on Hands), as well as built in boosts to saving throws (Aura of Protection).
They only need high Charisma if they want to focus on attack or save based spells or abilities, but they are very much not required to, as you can just easily run them with limited actual spellcasting (i.e- use the slots mostly for Divine Smite, with utility spells in case you need them), so a +2 or +3 will be plenty for most Paladins well into tier 4, and it's possible to run them even lower than that.
And as I've already pointed out they don't; Resilient is a half feat, and what they're getting is only the save proficiencies so it's already gone from "4 free feats" to 2 at best, because some of those proficiencies are more valuable than others. It's not a bad feature by any means (it's one of the better ones), but it's surrounded by a number of less than good features, and the argument that they're basically getting free feats is based on an assumption that your average monk would have taken those feats if given the choice (which they very likely would not).
Plus it's a 14th-level feature at a level of play many campaigns won't make it to; while a 10th-level ASI is on the edge of that as well, one of the benefits is the impact it has on earlier choices. Knowing that your choice at 4th- or 8th-level won't block off your options later on (if you make it that far) gives you a lot more flexibility.
It has nothing to do with powergaming or maximising; yet again you're assuming an intention that I have explicitly and repeatedly stated is not the case.
I have played, and played with, multiple monks of varying levels of optimisation, and my view is still that they should have an additional ability score increase as part of any future changes (and should have had it in the first place).
Meanwhile constantly trying to accuse me of incompetence is what got your other post deleted.
Take a look at the ability score dependence of those other classes; your main casters (Bard, Cleric, Sorcerer, Wizard, Warlock) are mostly dependent on their spellcasting ability. Some may want Dexterity, some might want Constitution, some might want both, but these are far from required, and really are options for how you build them.
Artificers have two sub-classes that only really need their spellcasting ability (Alchemist and Artillerist) and two that may also want Constitution (Armorer and Battle Smith), the latter two can use Intelligence for any attacks they make. Plus an Artificer can just straight up give themselves ability scores of 19 later on using the replicate item infusion. If you wanted to do you could build an Artificer with 20+ Intelligence, five feats and still have 19 in every other score.
Ranger is similar to Paladin with the better hit dice, most don't need to focus overly much on their spellcasting ability, as they have a lot of options that don't require it (hunter's mark, healing spells benefit but don't need it to be high and also help with the Ranger's durability etc.), they also have good support for ranged builds with the Archery Fighting Style and those don't need a lot of Constitution.
Meanwhile the two least ability score dependent classes are the ones that have bonus ability score increases; for the Fighter this is arguably because feats were always intended to be their 6th- and 14th-level features (despite being an optional rule), but the Rogue arguably doesn't need their 10th-level ability score increase at all; it's always been a strange design decision, and it's a feature Monk has a far better case for as I believe I've more than shown.
Apparently not, because you've been giving me the third degree about a throwaway aside that was only tangentially related to the subject of the thread at the time, and clearly wasn't intended to derail the entire thread. In another thread a back and forth on this one issue might be fine, or in a thread of its own, but it is off-topic when the OP was only asking what feats go well with Monks.
And for that reason I'm not going to say anything more on this.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.