Base Class: Monk
The desert is full of terrifying beasts, venomous snakes and scorpions, and outlaws waiting for their next mark. It's an almost unlivable place. Those born in the desert must either learn to survive or be destroyed by the many terrors of their home. Monks of the Shifting Sands are taught to use the landscape to their advantage and use fluid movements to distract, disarm, and confuse their targets. They can focus their Ki to shape the inhospitable world around them into a haven, or divert the harsh conditions of the desert against their foes. They often seclude themselves in remote areas of the desert to meditate and practice their arts, both martial and otherwise.
Desert Horizons
When you choose this monastic tradition at 3rd level, you gain the ability to cast the Earth Tremor and Warding Wind spells once per day. At 5th level, you gain the ability to cast the Mirage Warp and Wall of Sand spells once per day. Wisdom is your spellcasting ability for these spells.
Adept at surviving in the extreme conditions of the desert, you do not suffer exhaustion effects that would be brought on by extreme heat, and are not impeded by difficult terrain while traversing sand. You cannot be blinded by any sand based environmental effects. Additionally, you gain proficiency with Khopeshes (longswords) and they count as monk weapons for you.
Lightning Strikes Twice
As the lighting storms ravage the desert around you, you have learned to control and redirect electric energy through your body. Beginning at 6th level, you gain resistance to lighting damage and you gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is lightning, and its damage die is a d6. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Mirage
At 11th level, you gain the ability to create and pass through pockets of intense heat in the atmosphere. As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see. After teleporting in this way, creatures within 5 ft. of you take fire damage equal to one roll of your Martial Arts die. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a short or long rest.
Sand Sculptor
Also at 11th level, you may use your bonus action to move a number of creatures within 30 ft. of you, up to 15ft. in any direction. The number of creatures must be equal to or less than your proficiency bonus. Unwilling creatures must make a Dexterity saving throw against your ki save DC, moving on a failure.
Your ability to traverse the sands allows you to guide others around safely. Friendly creatures within 10 ft. of you cannot be impeded by difficult terrain in a desert environment.
Sandstorm
At 17th level, you gain tremorsense out to a range of 60 ft. and permanently gain the effects of the Dust Devil spell with yourself as the focus of the elemental force. Activating your Dust Devil form requires no action, however choosing to gain the effects of the Dust Devil bonus action does require the use of your bonus action and at least 30 ft. of your movement.
You may choose to spend ki points (up to one third of your monk level rounded up) to increase the damage of your Dust Devil form, increasing the bludgeoning damage by 1d8 per ki point spent. You gain a burrow speed of 25 ft. while the Dust Devil is active. Any unfriendly creature that ends its turn within 5 ft. of you takes 1d6 piercing damage as sand whips around them.