Base Class: Monk
This subclass is meant to allow for a monk based on the study of nature to have a reasonable route outside of air element. The user becomes very proficient in nature/religion/medicine. They will be able to manipulate nature (i.e. decomposition, erosion, force) to their will.
Nature's Fist
Starting at 3rd level, you channel nature to create a green aura around your fists. This aura makes your attacks magical, increasing your damage on each attack granted by flurry of blows by your wisdom modifier. Whenever a creature that has been struck with nature's grasp misses you with an attack, you can immediately use your reaction to make an opportunity attack against that creature if it’s within your reach. This benefit lasts until you finish a short or long rest.
Sporic Decay
Starting at 6th level, you can cause nature to accelerate the decomposition process. When you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Constitution saving throw. On a failed save, green spores attach themselves to the creature, causing instant decomposition. The creature takes 1d8 necrotic damage, and is paralyzed in the area hit. As a result, the creature is at disadvantage for dexterity checks until it leaves initiative or receives any form of healing. The damage increases to 2d8 necrotic damage at level 11, and 3d8 at level 17. You know if it succeeded or failed on its saving throw.
Homeopathy
You scour the area for natural remedies. Once per long rest, while not in combat, you can make a Medicine check. Upon rolling a 10 or higher, you may heal yourself or an ally for 1d10 hit points. This increases to 2d10 for two allies at level 6, and 3d10 for 3 allies at level 11, and 5d10 for 5 allies at level 17.
One With Mielikki
By 6th level, you have extensively studied the religious texts and are bonded to Mielikki. You learn one language of your choice, and you gain proficiency with Nature, Medicine, or Religion. If you already have proficiency in the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.
You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list) at 11th and 17th level.
Touch Grass
Starting at 11th level, you’ve honed your connection with nature enough to manipulate the earth. Once per turn, when taking an opportunity attack as a reaction, you may spend one ki point to command the earth to erode beneath a creature and knock them prone. The creature must make a dexterity saving throw or be instantly knocked prone. You can use only one reaction per triggering effect. You must have one foot on the ground in order to take this reaction. Creatures that are Flying, Hovering, or Swimming cannot be knocked prone using this reaction.
One With Mielikki (Additional)
You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list) at 11th level.
Imbue Nature's Judgement
Upon reaching 17th level, you've mastered the art of carrying out natures bidding. When you hit a creature with an unarmed strike, you can spend 3 ki points to double the damage of the attack with Force damage. If the creature is unwilling to be hit, the creature takes full damage. If the creature is willing to be hit, the full amount of the strike can be transferred into healing. You can only imbue others, thus you cannot heal yourself with this spell.
One With Mielikki (Additional)
You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list) at 17th level.