Way of the Four Elements Monk
Initiate of the Way
When you choose this tradition at 3rd level, you learn how to manipulate the four elements in subtle ways. You learn two of the following cantrips: control flames, gust, mold earth, or shape water. You learn two additional cantrips from this list at 6th level. (Source: Way of the Four Elements: Remastered)
Unity of the Elements
You have advantage on Charsima checks made towards elementals.
Any time you are able to make an unarmed strike, you may instead choose to make an elemental strike. Elemental strikes are spell attacks that use the same damage dice, to-hit, and damage modifiers as your unarmed strikes, but the damage type will vary based on the type of elemental strike. When you first gain a level in this class you have access to four varieties of elemental strike (one for each element), all of which have their own unique effects:
Fire. You release a gout of flame at a creature or object within 30 ft. of you. Make a ranged spell attack against the target. On a hit, the target takes fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
Earth. You send a shockwave through the ground around you, striking any enemies nearby. Make a single melee spell attack against all creatures within 5 feet of you. On a hit, the target takes nonmagical bludgeoning damage.
Water. You release a torrent of water towards a creature within 10 ft of you. Make a melee spell attack against the target. On a hit, the target takes cold damage.
Air. You unleash a powerful gale at an enemy within 30ft of you. Make a ranged spell attack against the target. On a hit, the target takes thunder damage.
Dexterity is the spellcasting ability for your Elemental Strikes.
At the start of each of your turns, choose an element. Your elemental strikes for the current turn are of the chosen element. You may change the element you are currently using within a turn by expending one ki point.
Mastery of Mind and Body
Whenever you use an elemental skill, you may use your bonus action to make an Unarmed Strike, or Flurry of Blows (Elemental Strikes can be used as normal)
At 6th level, you gain the ability to empower your Elemental Strikes. The first time you hit with a certain type of Elemental Strike on a turn, that attack is causes additional effects based on its element.
Burn (Fire). The target takes an additional Martial Arts die of fire damage.
Grasp (Earth). You cause the earth around you to grasp at nearby creatures. All creatures within 10 ft. of you must make a dexterity saving throw or be grappled until the end of your next turn.
Flow (Water). As a part of your attack, you may move yourself 10 ft. in any direction. This movement does not provoke opportunity attacks or consume your normal movement.
Gale (Air). The target and any creatures you choose within 10 ft. of it must make a Strength saving throw. On a failed save, they are pushed (together) 5 ft. in a direction of your choice, taking a Martial Arts die of bludgeoning damage if they collide with terrain or an object or creature of their size or larger.
You can spend 1 ki point to grant your next hit Elemental Empowerment.
Starting at 11th level, you can expend 4 ki points to mark another creature with an Elemental Brand, weakening them to a certain element.
As an action, you choose a creature that you can see within 30 feet of you, branding it until the end of your next turn. The marked creature has disadvantage on saving throws against effects caused by abilities relating to the chosen element, and they take increased damage of the element's type. (Resistance > normal, Normal > vulnerability. Immunities and existing vulnerabilities are unaffected.)
This mark lasts until the end of your next turn. "Elemental" damage types are acid, cold, fire, lightning, and thunder.
Starting at 15th level, whenver you expend a ki point on a monk ability, you may swap your current element for another and your next hit with an Elemental Strike has Elemental Empowerment.