Elemental Channeler
Those who follow the Way of the Elemental Channeler tame the forces of the Elemental Chaos to deal great damage and achieve superior mobility. They blast their targets at a distance to cinders as they mete out judgment. Other Monks tend to view these Monks as hot headed and brash.
Subclass Features
Elemental Attunement
You can expend one Ki point to attune to the Elemental Planes of Chaos. This state lasts for 10 minutes or until you become Incapacitated. You gain the following benefits
Your unarmed strike extends an additional 10 ft from you.
When you deal damage from an unarmed strike, you can change the damage type to Acid, Cold, Fire, Lightning, or Fire. You can cause the target to make a STR saving throw equal to your Ki save DC and on a failure you can move them 10 ft towards or away from you.
Manipulate Elements
You tap into the arcane nature of the elements. You know the Elementalism spell and use your WIS modifier as your spellcasting ability.
Elemental Burst
You can infuse the elements with a burst of Ki. As a magical action you can expend two Ki points. You cause a magical sphere 20 ft in radius to appear and burst within 120 ft of you. You can choose Acid, Cold, Fire, Lightning, or Thunder damage and each creature in the sphere must make a DEX throw and on a failure, take damage equal to three rolls of your martial arts die of the chosen damage. On a successful save they take half as much damage.
Stride of the Elements
You can glide on the air and through water while channeling the elements. While using Elemental Attunement you have a Flying and Swimming speed equal to your movement speed.
Elemental Epitome
You attain greater attunement with the elements. While your Elemental Attunement is active, you gain Resistance to Acid, Cold, Fire, Thunder, or Lightning damage. You can change this choice at the start of your turn (No action required).
When you use Step of the Wind your speed increases by 20 ft until the end of the turn. For the duration, any creature of your choice may take damage equal to one roll of your martial arts damage die when you enter within 5 ft of it. The damage type is your choice of Acid, Cold, Fire, Thunder, or Lightning. A creature can only take one instance of this damage each turn.
Once per turn you can deal extra damage on an unarmed strike equal to an additional roll of your martial arts damage die.