Monk: Way of Balance (inspired by ATLA)

Earth, wind, fire and air are the basic elements that surround us everywhere. However, there is the fifth element - cosmic energy - which embraces every species in the world. Monks of Balance learn how to manipulate each of the elements, including energy within themselves or energy within other folk.

Air and Water
Starting at 3rd level, when you choose this tradition, you learn the following techniques:
Dodge and Evade. Air is the element of freedom, and you are ever against harming people except in the direst of circumstances. After you take the Dodge action, you can can use your bonus action to hurl a blast of air against your enemy. The blast counts as a simple ranged weapon that has Thrown(20/60) and Finesse properties. The blast deals bludgeoning damage equal to your Martial Arts die. If you drop a creature to 0 hit points using this attack, you knock the target unconscious, but it is stable.
Healing Wave. Water is cold and calm, and you can use its powers to heal your allies from harm. If you hold a full waterskin in your hand, you can use your action to create a wave of healing energy transferred through water that jumps toward a target of your choice that you can see within range. Three waves then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature and can be targeted by only one of the waves.
The target regains 3d8 hit points. When you use this feature, you must expend a number of ki points equal to the total number of the targets.

Tremorsense
Earth is silent and unmoving. Beginning at 6th level, you gain tremorsense to a radius equal to your walking speed.

Dancing Dragon
Fire is the most misunderstood element of all.
Beginning at 11th level, you can spend 7 ki points to use one of the following breath weapons:
Fire Breath. You exhale fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking 12d6 fire damage on a failed saving throw, or half as much damage on a successful one.
Sleep Breath. You exhale sleep gas in a 30-foot cone. Each creature in that area must succeed on a Constitution saving throw, or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Weave Blocking
At 17th level, you learn the technique that allows you temporarily block spellcasting of other creatures.
As an action, you can touch a creature and spend 10 ki points to attempt to cut a spellcaster off from its source of power. Make a Wisdom check contested with the target’s Wisdom check. If you succeed on the check, the creature can’t cast spells for the next minute. If you succeed on the check by 5 or more, the creature instead can’t cast spells for the next 24 hours. If you attack the target in any way, the target is freed from the effect.