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  Version 3.1 31/3/2017 - Homebrew by /u/SpiketailDrake - Formatting by /u/IrishBandit - DnD 5th Edition by Wizards of the Coast - InDesign Template by /u/Barkalot 
  Created using Adobe InDesign and Photoshop - Feedback by Discord of Many Things (https://discord.gg/ZrDhU7X) - Feedback by /r/UnearthedArcana - Art by dCTb
  This is the new, updated and reformatted version of 
  Way of the Four Elements Remastered. Along with 
  a formatting overhaul, the disciplines list has been 
  given a thorough mechanics and flavor pass. Some 
  disciplines have been added, others have been removed 
  or moved.
  Spells marked with an asterisk* can be found in 
  Elemental Evil Player’s Companion
  Monastic Tradition
  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.
  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.
  Disciple of the Elements 
  At 3rd level, you learn magical disciplines that harness 
  the power of the four elements. Some disciplines 
  require you to spend ki points when you use them. 
  You learn two elemental disciplines of your choice, 
  which are detailed in the elemental disciplines sections 
  below. You learn two additional elemental disciplines of 
  your choice at 6th, 11th, and 17th level. 
  Whenever you learn a new elemental discipline, you 
  can also replace one elemental discipline that you 
  already know with a different discipline.
  Casting Elemental Spells. Some elemental 
  disciplines allow you to cast spells. See chapter 10 
  of the Player’s Handbook for the general rules of 
  spellcasting. To cast one of these spells, you use its 
  casting time and other rules, but you don’t need to 
  provide material components for it. When you cast a 
  spell with a discipline, it is cast at the spell’s lowest 
  level unless otherwise specified.
  Once you reach 5th level in this class, you can spend 
  additional ki points to increase the level of an elemental 
  discipline spell that you cast, provided that the spell has 
  an enhanced effect at a higher level, as burning hands 
  does. The spell’s level increases by 1 for each additional 
  ki point you spend. For example, if you are a 5th-level 
  monk and use Sweeping Cinder Strike to cast burning 
  hands, you can spend 2 ki points to cast it as a 2nd-level 
  spell (the discipline’s base cost of 1 ki point plus 1). 
  The maximum number of ki points (its base ki point 
  cost plus any additional points) that you can spend on 
  the spell is 2, unless a discipline specifies otherwise. 
  This maximum increases to 3 at 9th level, 4 at 13th 
  level, and 5 at 17th level.
  
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  Version 3.1 31/3/2017 - Homebrew by /u/SpiketailDrake - Formatting by /u/IrishBandit - DnD 5th Edition by Wizards of the Coast - InDesign Template by /u/Barkalot 
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  3rd Level Elemental Disciplines 
  Starting at 3rd level, you can learn the following 
  disciplines:
  Become the Teapot. You roll with the incoming 
  energy, attuning to element, becoming it. You can spend 
  1 ki point to cast absorb elements*. 
  Effortless Step. The air around you works in unison 
  with your movements, rising you up as you jump. Your 
  jump height and distance are doubled (quadrupled with 
  Step of the Wind) and you gain advantage on Strength 
  (Athletics) checks related to jumping. 
  Enduring Mountain Stance. Your body and mind 
  becomes as rigid and unyielding as the ground below 
  you. Your ki roots your feet into the ground and you 
  become immovable. When you use the Dodge action, 
  you cannot be moved, pushed, grappled, frightened, or 
  knocked prone against your will until the start of your 
  next turn, even if magically compelled to do so. You 
  must be standing on the ground to use this ability. 
  Fangs of the Fire Snake. Your arms and legs become 
  enveloped in roaring gouts of flame. When you make an 
  unarmed attack on your turn, you can choose to strike 
  out tendrils of flames which stretch out beyond your 
  normal reach. Your reach increases by 5 feet for that 
  attack, and it deals fire damage instead of bludgeoning 
  damage. If the attack hits you can spend 1 ki point to 
  deal an extra 1d10 fire damage.
  Fang of the Frost Wolf. You summon a shard of razor-
  sharp ice and fling it at your foe. You can spend 1 ki 
  point to cast ice knife*. 
  Fist of Four Thunders. You slam your fists together 
  in front of you, causing a thunderous boom that blows 
  away everything around you. You can spend 1 ki point 
  to cast thunderwave. 
  Fist of Unbroken Air. You summon a swirling wind 
  and concentrate it around your fist. When you make an 
  unarmed attack on your turn, you can choose to strike 
  out condensed bursts of air which stretch out beyond 
  your normal reach. Your reach increases by 10 feet for 
  that attack. If the attack hits you can spend 1 ki point to 
  force the target to make a Strength saving throw or be 
  pushed back 10 feet and be knocked prone.
  Golden Snake’s Icy Path. Whenever you take 
  the Dash action, until the end of your turn for any 
  movement you make along a surface you can leave a 
  trail of slippery ice. This ice counts as difficult terrain 
  and lasts until the start of your next turn.
  Rumbling Badger. You shake the ground, causing a 
  tremor that knocks over your foes. You can spend 1 ki 
  point to cast earth tremor*. 
  Rush of the Gale Spirits. You send a blast of air 
  outward with a thrust of your open palm. You can spend 
  2 ki points to cast gust of wind.
  Shape the Raincloud. You can spend 1 ki point to 
  cast create or destroy water. 
  Sweeping Cinder Strike. With a wide sweeping 
  gesture, you summon forth a barrage of hot cinders. 
  You can spend 1 ki point to cast burning hands. 
  Water Whip. You summon a long, rubbery whip of 
  pure water that you grip by one end. You can spend 
  1 ki point as a bonus action to create a whip of water 
  that shoves and pulls a creature to unbalance it. A 
  creature that you can see that is within 30 feet of you 
  must make a Dexterity saving throw. On a failed save, 
  the creature takes bludgeoning damage equal to your 
  Martial Arts die + your Wisdom modifier, plus an extra 
  1d10 bludgeoning damage for each additional ki point 
  you spend, and you can either knock it prone or pull it 
  up to 25 feet closer to you. On a successful save, the 
  creature takes half as much damage, and you don’t pull 
  it or knock it prone. You can’t use Water Whip and cast 
  a spell during the same turn.
  6th Level Elemental Disciplines 
  Starting at 6th level, you can learn the following 
  disciplines:
  A Leaf on the Wind. A powerful wind rises up to 
  catch you as you fall. Your Slow Fall ability no longer 
  requires a reaction to use, and instead you may use 
  it automatically whenever you are conscious and 
  not incapacitated, and it negates all falling damage 
  regardless of distance. When you use the Slow Fall 
  ability, you may also glide along the air to move 5 feet in 
  any horizontal direction for every 5 feet that you fall. 
  Burning Ember Flourish. You reach out with your 
  ki to snuff out a source of fire, causing it to go out with 
  a bang or to sputter black smoke. You can spend 2 ki 
  points to cast pyrotechnics*. 
  Crushing Hand of the Mountain. You focus your 
  strength into your outstretched fist, summoning a hand 
  of earth from the ground. You can spend 2 ki points to 
  cast maximilian’s earthen grasp*.
  Curtain of Unyielding Wind. You let out a fierce howl 
  as a mighty wind begins swirling around you. You can 
  spend 2 ki points to cast warding wind*.
  Gong of the Summit. You strike the air as if it were a 
  gong. You can spend 2 ki points to cast shatter. 
  Hatchling’s Flame. You focus your ki into a torrent 
  of fire that streaks away from you. You can spend 2 ki 
  points to cast aganazzar’s scorcher*. 
  Impenetrable Iron Tortoise Shell. You summon 
  an earthen barrier to defend yourself or an ally. As a 
  reaction, you may spend 2 ki points to use your Deflect 
  Missiles ability against an attack you can see within 30 
  feet of you. Any damage not prevented by this ability is 
  taken by the original target of the attack. If you reduce 
  the damage to 0, you can’t make an attack with it.
  Mote of the Sun. Your ki manifests as a roaring orb 
  of fire. You can spend 2 ki points to cast flaming sphere.
  Patient Badger Listens. You reach out with your ki to 
  the ground beneath you. You can spend 2 ki points as 
  a bonus action to gain tremorsense with a range of 30 
  feet and a burrow speed equal to half of your walking 
  speed for up to 1 minute. Your movement leaves behind 
  a tunnel that remains for as long as this ability is active, 
  and then collapses. 
  Red Dragon’s Claws. Rays of fire spring from your 
  outstretched hand to sear your foes. You can spend 2 ki 
  points to cast scorching ray. 
  Swarming Ice Rabbit. A flurry of magic snowballs 
  erupts from a point you choose within range. You can 
  spend 2 ki points to cast snilloc’s snowball swarm*. 
  Water Jet. You can spend 2 ki points as an action 
  to unleash a jet of water in a line that is 30 feet 
  long and 5 feet wide. Each creature in the line must 
  make a Strength saving throw, taking bludgeoning 
  damage equal to your Martial Arts die + your Wisdom 
  modifier on a failed save, or half as much damage on a 
  successful one. In addition, you can move each target 
  that fails its saving throw to any unoccupied space 
  touching the line.
  
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  Version 3.1 31/3/2017 - Homebrew by /u/SpiketailDrake - Formatting by /u/IrishBandit - DnD 5th Edition by Wizards of the Coast - InDesign Template by /u/Barkalot 
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  11th Level Elemental Disciplines 
  Starting at 11th level, you can learn the following 
  disciplines:
  Dance of Three Ways. You summon six spheres of 
  earth from the ground, suspend them in the air around 
  you, and ignite them with your fiery ki. With a thought, 
  you launch these blazing meteors at your foe. You can 
  spend 3 ki points to cast melf’s minute meteors*. 
  Earth Reaches for Sky. Focusing your strength with 
  a deep, rumbling shout, you swing your arms up high, 
  causing an eruption of churned earth and stone that 
  engulfs your foes. You can spend 3 ki points to cast 
  erupting earth*. 
  Eternal Mountain Defense. Your body hardens to 
  stone, nearly impervious to weapons. You can spend 4 
  ki points to cast stoneskin, targeting yourself.
  Flames of the Phoenix. With a hand motion, you 
  conjure a tiny bead of burning energy. You spend 3 ki 
  points to cast fireball. 
  Fist of the Elements. The elements swirl around your 
  weapon. You can spend 3 ki points to cast elemental 
  weapon, choosing from only the damage types cold, fire, 
  or thunder. Your unarmed strikes count as a weapon for 
  the purposes of this discipline. 
  Hua’s Water Prison. You conjure up a sphere of 
  water that engulfs and imprisons foes that touch its 
  surface. You can spend 4 ki to cast watery sphere*. 
  Mist Stance. A swirling mist envelopes your body and 
  you merge with it, becoming a cloud. You can spend 3 
  ki points to cast gaseous form, targeting yourself. 
  One with the Tides. You reach out with your ki and 
  become one with water. You spend 2 ki points as an 
  action to gain underwater adaptations for 8 hours. 
  While this ability is active, you can breath normally 
  underwater, you gain a swim speed equal to your 
  walking speed, and you gain blindsight with a radius of 
  60 feet while underwater. 
  Rain of the Frigid Glacier. You cool the air in the 
  skies above you, condensing the water droplets into 
  freezing rain and sleet. You can spend 3 ki points to 
  cast sleet storm. 
  Raise the Troubled Earth. You stir the earth around 
  you into action, summoning a wall of sand to serve as 
  your barricade. You can spend 3 ki to cast wall of sand*. 
  Raise the Still Waters. Though water can give way 
  easily, it can just as easily offer great resistance. You 
  can spend 3 ki to cast wall of water*. 
  Ride the Wind. You summon a mighty wind that 
  envelopes your body, sweeping you to where you 
  want to go. You spend 3 ki points to cast fly, targeting 
  yourself, except your fly speed is equal to your 
  movement speed.
  River of Hungry Flame. You sweep your hands 
  upward, causing a wall of blazing hot fire to leap up 
  from the ground. You can spend 4 ki points to cast wall 
  of fire.
  Sea’s Fury. You conjure up a mighty wave of water 
  that crashes down on your foes. You can spend 3 ki to 
  cast tidal wave*.
  Shape of the Flowing River. You touch the body of 
  water with your ki, coaxing it to change its form. You 
  can spend 4 ki points to cast control water.
  Spellfist Stance. You effortlessly flow between 
  martial and elemental assault. When you use your 
  action to use an elemental discipline, you can make one 
  unarmed strike as a bonus action, or you can use your 
  Flurry of Blows.
  Sweeping Crosswind. A wall of strong wind rises 
  from the ground, batting away anything in its path. You 
  can spend 3 ki points to cast wind wall. 
  17th Level Elemental Disciplines 
  Starting at 17th level, you can learn the following 
  disciplines:
  Avatar of the Elements. As an ultimate display of 
  your mastery of the elements, you can spend 5 ki as an 
  action to have the elements of earth, fire, air, and water 
  form a protective sphere around your body, gaining 
  multiple benefits for 1 minute. While this ability is 
  active, you have resistance to bludgeoning, piercing, 
  slashing, cold, fire, lightning, and thunder damage. 
  You also gain a burrow, fly, and swim speed equal to 
  your movement speed. Lastly, you can use any of the 
  following abilities as a bonus action:
  • You create a small earthquake on the ground in a 
  15-foot radius around you. Each creature in that area 
  must make a Dexterity saving throw. On a failed save, a 
  creature takes 1d6 bludgeoning damage and is knocked 
  prone.
  • You create a line of fire 15 feet long and 5 feet wide 
  extending from you in a direction you choose. Each 
  creature in the line must make a Dexterity saving throw. 
  A creature takes 3d6 fire damage on a failed save, or 
  half as much damage on a successful one.
  • You create a 15-foot cube of swirling wind centered 
  on a point you can see within 60 feet of you. Each 
  creature in that area must make a Constitution saving 
  throw. A creature takes 1d10 bludgeoning damage on 
  a failed save, or half as much damage on a successful 
  one. If a Large or smaller creature fails the save, that 
  creature is also pushed up to 10 feet away from the 
  center of the cube.
  • You create a 15-foot cone of ice shards extending 
  from your outstretched hand in a direction you choose. 
  Each creature in the cone must make a Constitution 
  save throw. A creature takes 2d6 cold damage on a 
  failed save, or half as much damage on a successful 
  one. A creature that fails its save against this effect has 
  its speed halved until the start of your next turn.
  Breath of Winter. You inhale deeply and then exhale, 
  blasting a cone of frigid air out in front of you that 
  freezes everything in its path. You can spend 5 ki points 
  to cast cone of cold.
  Eyes of Fire. Your foes may try to hide in darkness, 
  but their ki lights up like a torch to you. You may cast 
  see invisibility without expending any ki. In addition, 
  while under the effects of see invisibility, you may 
  spend 2 ki points as a bonus action to gain truesight 
  until the end of your next turn. 
  Eye of the Hurricane. You stretch out your ki to 
  embrace the winds. You can spend 5 ki points to cast 
  control winds*. 
  Mold the Mountain. You master the many forms that 
  earth may take. You can spend 5 ki to cast transmute 
  rock*. 
  Swirling Crab’s Revenge. Your ki manifests as a 
  swirling pool of water, smashing and pulling your foes 
  towards its center. You can spend 5 ki points to cast 
  maelstrom*.
  Wave of Rolling Earth. The ground shakes and emits 
  a low rumble as a wall of stone erupts up into being. 
  You can spend 5 ki points to cast wall of stone.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Homebrew/Way of the Four Elements Remastered.pdf