As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.
You can spend 2 ki points as an 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 3d10 bludgeoning damage, 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 spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
You rapidly assemble, prime, and throw an alchemically catalysed explosive, targeting either a creature or an unoccupied space of your choice within range. If targeting a creature, make a ranged spell attack against the target. On a hit, the target takes 1d6 fire damage as the bomb explodes, and all creatures within 5 ft of the target take fire damage equal to your spellcasting ability modifier.
If you target an unoccupied space, all creature within 5 ft of the space must make a Dex saving throw, or take fire damage equal to your spellcasting ability modifier, as though they were secondary targets of the bomb.
The bomb's potency increases when you reach higher levels. At 5th level, the main target takes an extra 1d6 fire damage, and the fire damage to secondary targets increases by 1d6 + spellcasting ability modifier. Both damage rolls increase by 1d6 at 11th level and at 17th level.
You rapidly assemble, prime, and throw an alchemically catalysed explosive, targeting either a creature or an unoccupied space of your choice within range. If targeting a creature, make a ranged spell attack against the target. On a hit, the target takes 1d6 fire damage as the bomb explodes, and all creatures within 5 ft of the target take fire damage equal to your spellcasting ability modifier.
If you target an unoccupied space, all creature within 5 ft of the space must make a Dex saving throw, or take fire damage equal to your spellcasting ability modifier, as though they were secondary targets of the bomb.
The bomb's potency increases when you reach higher levels. At 5th level, the main target takes an extra 1d6 fire damage, and the fire damage to secondary targets increases by 1d6 + spellcasting ability modifier. Both damage rolls increase by 1d6 at 11th level and at 17th level.