Base Class: Monk
Monks who follow this tradition believe that true mastery can only be achieved through intense training and dueling, and focus on harnessing the full power of their specially made blades by twirling them around themselves at incredible speeds.
The Way of the Dancing Blades is not only about winning battles—it is also about honing one's discipline and focus to achieve true mastery over their body and mind. To them, dueling is a way to push themselves to the limit and discover their true potential.
Disciplined Duelist
At 3rd level, you gain proficiency in the Persuasion, Performance, or History skill (your choice).
History
Proficiency in History
Performance
Proficiency in Performance
Persuasion
Proficiency in Persuasion
Animated Blades
When you choose this tradition at 3rd level, you gain an array of small, specially made metal blades which you can use in combat. While you are wearing no armor and not wielding a shield, you can wield all of the blades together as a simple melee weapon with the reach property—with the blades floating in the air around you.
The blades have a damage dice equal to your martial arts die, deal slashing damage, and are a monk weapon for you. You can make an attack with the blades in place of an unarmed strike whenever you would make one, and you don’t require a free hand to wield them.
If you lose your blades, you can create a new set with precious, raw metals by conducting an 8-hour ritual. No creature other than you can control the blades or use them to make an attack
Blade Surge
3rd-level Way of the Dancing Blades feature
Also at 3rd level, you learn use a special combat maneuver called a blade surge. When you spend a ki point, you can direct your blades to rapidly strike outwards towards your foes. The blades deal slashing damage equal to one roll of your Martial Arts die to creatures other than you in a certain area. The area is determined by what you spent the ki points on,
- Flurry of Blows. Creatures in a 1-foot wide, 30-foot long line directed at your first attack target, including the target.
- Patient Defense. Creatures within 10 feet of you.
- Step of the Wind. Creatures that you come within 5 feet of until the end of the turn.
- Deflect Missiles or Stunning Strike. Creatures within 5 feet of the target, including the target.
- Any Other Feature. One creature of your choice within 60 feet.
Once you use this feature, you can’t use it again for the next minute. If you score a critical hit during that time, you immediately regain the ability to use this feature.
At 11th level, the damage of this feature increases to two rolls of your Martial Arts die
Flying Blades
At 6th level, you learn to strike with your blades at a distance with high precision.
When you take the Attack action on your turn, you can spend 1 ki point to extend the reach of your blades to 60 feet for the next minute (this automatically triggers a Blade Surge as well).
Attacks with your blades at this range still count as melee attacks. During that time, if you successfully stun a creature with your Stunning Strike after hitting it with your
blades, you can use your blades to move the creature up to 10 feet in any direction, provided they are no larger than Huge.
Concentrated Discipline
Once you reach 11th level, your intense training has improved your concentration.
When you miss an attack roll, fail an ability check or fail a saving throw, you can roll again with advantage and use the new result, potentially changing the outcome.
The roll must use your Dexterity, Wisdom, or Charisma modifier to be eligible for this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain the expended uses after you finish a long rest.
Awakened Astral Self
At 17th level, you become a master at using animated blades.
You now regain the ability to use your Blade Surge every time you hit an attack, instead of only when you score a critical hit.
In addition, whenever you score a critical hit, your next Blade Surge within the next minute deals triple damage.
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