Way of the Four Elements

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.

Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

 

Source: Player's Handbook

Disciple of the Elements

 

When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. The magic you utilise is of the Primordial type. However, you can only memorise spells form the following schools:

  • Abjuration
  • Enchantment
  • Evocation
  • Transmutation

You are capable of memorising a number of spells equal to your Nature Skill Modifier (to a minimum of 0). The spells memorised can be of any level between 0 and 9.

To memorise a new spell, you need to spend 6 + 2 times spell level in hours partaking in a ritual/study session to learn and memorise the spell or exchange a spell that you memorised with a new spell. And the spell you are memorising to must be from a creature that also memorised it, or scripture containing information on the spell, such as a scroll or spell book.

To cast a spell, you spend a number of ki points equal to the spells level +1. The maximum amount of ki points you can spend on casting spells in a turm is equal to your Proficiency Bonus.

 

Elemental Burst

At 6th level, you gain the ability to channel your ki into a wave of elemetal force. Using an action on your turn, you can spend 2 ki points to cause environmental energy to burst in a 20-foot-radius sphere centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, or Lightning. Each creature in 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 as much damage.  

Elemental Fists

At 11th level, you gain the ability to weave the diferent element around your very fists. As a bonus actionon your turn, you can spend 1 ki points to chose an element of your choise from Acid, Cold, Fire, or Lightning. If you hit a target with your unarmed attack, you can deal extra damage of the chosen element to the target equal to one roll of your Martial Arts die. This extra damage lasts for 10 minutes or until you have the Incapacitated condition.

 

Elemental Form

At 17th level, When you use the Elemental Fists feature, you also gain the following benefits for the duration:
Damage Resistance. You gain resistance to one of the following damage types of your choice: Acid, Cold, Fire, or Lightning. At the start of each of your turns, you can change this choice.
Destructive Stride. When you use the dash action, your Speed increases by 20 feet until the end of the turn. For that 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 you chose for this feature’s damage resistance. A creature can take this damage only once per turn.
Empowered Elements. You add you wisdom modifer to any Acid, Cold, Fire, or Lightning damage you inflict.