(1 Ki Point) Any time you would take lightning damage from an effect which only targets one creature, you can use a reaction to absorb the electricity and change its path.
You must succeed on a Charisma saving throw with a DC equal to 10 or half the damage you would take, whichever number is higher.
On a success, you are completely unharmed, and redirect the lightning outward. Choose a new target within 30 feet of your.
On a fail, you take damage normally.
(1 Ki Point) When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
(1 Ki Point) A thin sheet of flames shoots forth from your outstretched fingertips. Each creature in range must make a Dexterity saving throw. A creature takes 3d6 fire damage on a fail, or half as much on a success.
(1 Ki Point) When damaged by a creature within 60 feet of you that you can see, you create a whorl of fire, and that creature is surrounded by flames. The creature makes a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much on a success.
You hurl an elemental bolt that deals 1d6 fire damage. Make a ranged attack against one creature within range, or against two creatures within range that are within 5 feet of each other.
(1 Ki Point) You create three glowing darts of burning flame. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 fire damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.