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Way of Confinement
\pagebreak # Monastic Tradition # Way of Confinement Monks of Confinement learn to imbue their strikes with ki and use it to manipulate their opponent's energy flow, disrupting their abilities to fight, move and think. They slow their opponents, render their attacks more lethargic, sever their connection to magic and ultimately attack their very essence. ### Fracture Energy *3rd level Way of Confinement feature* Beginning at third level you gain the ability to mark creatures with your strikes. For each hit granted by your Flurry of Blows, you can choose to mark your target, up to a maximum equal to your monk level. Only one creature at a time can bear the Way of the Rift marks, and only from one such monk. These marks are cumulative. For every mark that is on a creature, it suffers a -1 to its damage rolls. ### Fracture Body *6th level Way of Confinement feature* Beginning at 6th level, the creature's movement is reduced by 5 feet for every one of your marks that the creature bears. As a reaction, you can remove all the marks on the creature causing your marks to simultaneously trigger. The creature takes damage equal to the number of marks times your martial arts dice (maximum of 6d6 at 6th level). The creature also gains disadvantage on its next attack and saving throw. ### Fracture Mind *11th level Way of Confinement feature* At 11th level, you can pinpoint your ki to target your enemy's mental acuity, their very faculty to concentrate and maintain focus. When you hit a creature that is marked by you with a monk weapon, it makes its concentration checks with disadvantage. As a reaction, you can remove any number of marks from your target. If the number of marks removed equals or exceeds the level of the spell the target is concentrating on, the concentration is automatically broken. ### Fracture Soul *17th level Way of Confinement feature* Beginning at 17th level, your marks spell certain doom and death for your enemies. For every one of your marks the target has on it, if the target were to take damage from any source, it takes an additional 1d4 psychic damage.
Art credit | David Villegas https://www.artstation.com/deivcalviz