Water Whip
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 dice:3d10|noform|noparens|avg (3d10) bludgeoning damage, plus an extra dice:1d10|noform|noparens|avg (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.
Sources
Player’s Handbook p. 81