Warrior of the Four Elements
The tradition of the four elements encompasses monks who tap into the power of the elemental planes through their practice od martial arts. Some of these monks focus on a single element, learning to wreathe their fists in fire and cause explosive bursts of flame, or to wield mighty gusts of icy wind. Others weave the elements together and learn a variety of techniques to harness the appropriate elemental force for each particular circumstance.
Elemental Attunement
At 3rd level, you have attuned yourself with elemental forces. As an action, you can cause one of the following effects:
Beckon Air. You can create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close/open doors and shutters in a 5 foot cube. Doors and shutters being held open by someone or something are not affected.
Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5 foot cube, or you can cause a single word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5 foot cube. You choose the color and scent, and the embers can light candles, torches and lamps in the area. The smoke's scent lingers for 1 minute.
Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5 foot cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.
Elemental Strikes
At 3rd level, you can infuse the elements into your unarmed strikes. At the start of each of your turns, you can choose to spend 1 discipline point to infuse yourself with energy. This energy lasts for 10 minutes, or until you fall unconscious. While the energy is active, you have the following benefits:
Elemental Strikes. Whenever you hit with your unarmed strike, you can cause it to deal your choice of acid, cold, fire, or lightning damage rather than bludgeoning. When you hit a target with an unarmed strike dealing one of those damage types, you can choose to force the target to make a strength saving throw. On a failed save, you can push or pull the target 10 feet away or towards you.
Reach. When you make an unarmed strike, your reach is 10 feet greater than normal, as elemental energy extends from you.
Elemental Burst
At 6th level, as an action you can spend 2 discipline points to cause an elemental burst in a 20ft radius sphere centered on a point within 20 feet of yourself. Choose a damage type: acid, cold, fire, or lightning. Each creature within the sphere must make a dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your martial arts die. On a successful save, a creature takes half damage.
Stride of the Elements
At 11th level, whenever you use Step of the Wind, you gain a flying or swimming speed equal to your speed for 10 minutes.
Elemental Epitome
At 17th level, when you use your Elemental Strikes feature, you also gain the following benefits for the duration:
Damage Resistance. You gain resistance to one of the following damage types: acid, cold, fire, or lightning. At the start of each of your turns, you can change the damage type you are resistant to.
Destructive Stride. When you use Step of the Wind, your speed increases by 20 feet until the end of the turn. For the duration, any creature of your choice takes damage equal to one roll of your martial arts die when you enter a space within 5 feet of it. The damage is the same type as your damage resistance. A creature can only take this damage once per turn, and you may only damage a maximum number of creatures equal to your proficiency bonus per turn.
Empowered Strikes. Once on each of your turns, you can deal extra damage equal to your martial arts die when you hit a target with an unarmed strike. The damage is the same type as your damage resistance.