Thunder. On a hit, the target must succeed on a Dexterity saving throw or be knocked prone as crash of thunder reverberates from your strike.
Lightning. On a hit, the target takes extra lightning damage equal to one roll of your martial arts die as bolts of power sear their skin.
Wind. On a hit, the target must succeed on a Strength saving throw or be moved up to 10 feet in a horizontal direction of your choice as the air around them moves with your strike.
Rain. Your reach is 10 feet greater than normal as moisture from the air gathers to deliver the blow.
Mist. You can move up to 5 feet without provoking opportunity attacks immediately after making the attack, as mist disguises your steps.
Dance of Lightning. Ribbons of searing light spin and leap across the battlefield. Choose one creature you can see within 90 feet, as well as up to three additional creatures within 30 feet of the first target. Each creature must make a Dexterity saving throw. On a failed save, a creature takes lightning damage equal to five rolls of your Martial Arts die, or half as much damage on a successful save. When you use this ability, you can choose to spend up to 3 ki points to increase the damage by one roll of your Martial Arts die for each ki point spent this way.
Song of Thunder. Waves of echoing noise resound from your position, with a boom that is audible from 300 feet away. Each creature within 15 feet of you must make a Constitution saving throw. On a failed save, a creature takes thunder damage equal to two rolls of your Martial Arts die and is stunned until the end of your next turn. On a successful save, a creature takes half as much damage and is not stunned. When you use this ability, you can choose to spend up to 3 ki points to increase the radius of this effect by 5 feet for each ki point spent this way.