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Way of The Blade Dancer

Will of the Blades

When you choose this tradition at 3rd level, you gain the ability to summon and control flying blades to help you in battle. You gain the following benefits.   Ki Blade. You can freely summon and dismiss a handful of ki blades and telepathically control theses blades with a wave of a free hand. These blades are daggers with reach property, but without the thrown property. Ki blades benefits from Ki-Empowered Strikes when you gain it.   Blademark. The first time you spend ki point during your turn, you can blademark a hostile creature you can see within 60 feet of you for 1 minute.   Poise. You gain proficiency in the Performance skill if you don't already have it. You can use your Dexterity modifier instead of your Charisma when you make a Performance (Dexterity) check.

Graceful Celerity

You leap and dash with hypnotic beauty. At 3rd level, You gain a new attack option that you can use with the attack action. This special attack teleport you within 5 feet next to a hostile creature in an unoccupied space that you can see within 30 feet of you. Make a single melee attack against that target as part of this special attack.   You can use this feature again after a short or long rest.   When you use Graceful Celerity on a blademarked target, you consume the mark to regain the use of Graceful Celerity.

Hold your ground

At 6th level, your footing is never off. When you use patient defense, you can't be pushed or knocked prone against your will. When a creature miss you with an melee attack while you have patient defense, you can use your reaction to blademark only that creature by spending 1 ki point.

Blinking Crimson

At 11th level, when you reduce a creature to 0 hit points with Graceful Celerity or consume a blademark you can immediately use Graceful Celerity again as part of the same action. You cannot use flurry of blows if you use Graceful Celerity more than once per turn.

Blooming Pirouette

Starting at 17th level, you gain the ability to send out a barrage of ki blades that stop enemies in their tracks. As an action you spend 5 ki points to force up to 5 creatures within 60 feet make a dexterity saving throw. On a failure they take damage equal to 5d10 piercing damage and their movement is reduced to 0 until the end of their next turn. On a successful save, they take half as much damage and their movement isn't reduce from this feature. You can blademark all creatures as part of this action at no cost.   You must take a short or long rest before using this feature again.

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