Jsk Way of the Sword Saint

Flurry of Blades
At 3rd level, you gain proficiency with light weapons that do not have the heavy, two-handed, or versatile properties. These weapons count as monk weapons for you. In addition, when you engage in two-weapon fighting, you add your ability modifier to the damage of the second attack. When you use your Flurry of Blows feature while wielding a light monk weapon in each hand, you can use your light weapons for the additional attacks, instead of making unarmed strikes.

Still Mind
At 3rd level, you are immune to any magical Effect that would sense your emotions or read your thoughts. Wisdom (Insight) checks made to ascertain your intentions or sincerity are made with disadvantage. Furthermore, when you use your Patient Defence ki feature you also gain advantage on saving throws against the charmed and frightened conditions until the start of your next turn.

Saint's Gift
At 6th level, you have learned how to use your ki to create saintly spell effects. These effects can help you or an ally, or they can hinder your enemies. Using this feature, you can expend ki points to cast the following spells: Calm Emotions, Continual Flame, Detect Evil and Good, http://dnd5e.wikidot.com/spell:protection-from-evil-and-good Protection from Evil and Good], Sanctuary, Shield of Faith. When you cast one of these spells you must expend ki points equal to the spell's level, and you must still provide material components. If a spell can be cast at a higher level, you can cast it at a higher level by expending additional ki points to match the spell level of the spell being cast. You cannot cast a spell at a level higher than one third of your Monk level (rounded down). Wisdom is your spellcasting ability for these spells, and if a spell requires a creature to make a saving throw then the DC is equal to your Ki Save DC.

Divine Blades
At 6th level, attacks you make using a light monk weapon are considered magical for the purpose of overcoming resistance and immunity to nonmagical bludgeoning, piercing, and slashing damage.

Graceful Celerity
At 11th level, while you wield a light monk weapon in both hands, you can use your Action to spend movement equal to your Unarmored Movement bonus to whirl around in a lethal flourish. When you do so, each creature within 10 feet of you must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Attack modifier. On a failed save, a creature takes damage equal to one roll of your Martial Arts die + your Attack modifier. On a successful save, a creature takes half as much damage.

Hail of Blades
At 17th level, you can can use your saintly magic to summon a formation of magical blades above you that fly toward creatures of your choice. As an action, you expend ki points and choose a number of creatures that you can see equal to the number of ki points expended. Each creature of your choice must succeed on a Dexterity saving throw against your Ki Save DC. On a failed save, a creature is pierced by magical blades and effected by the Hold Person spell until the end of your next turn. The maximum number of creatures you can target with this feature is equal to your Wisdom modifier (a minimum of 1). You can use this feature once, and you regain the use of it when you finish a short or long rest.