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### Re-flavored Bending Moves
#### Snap Freeze
*Waterbending Cantrip*
___
- **Casting Time:** 1 Action
- **Range:** 10 Feet
- **Components:** V, S
- **Duration:** 1 Round
___
As part of the action to use this bending move, you must make a melee attack with a weapon against one creature within the bending move's range, otherwise the move fails. On a hit, the target suffers the attack’s normal effects, and it becomes enshrouded in a chilled mist. If the target willingly moves before then, the mist instantly freezes, the creature immediately takes 1d8 cold damage, and the bending move ends.
This bending move’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
#### Freezing Grasp
*Waterbending Cantrip*
___
- **Casting Time:** 1 Action
- **Range:** Touch
- **Components:** V, S
- **Duration:** Instantaneous
___
Frost drifts from your hand to chill to a creature you try to touch. Make a melee bending attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 cold damage, and it can't take reactions until the start of its next turn.
The bending move's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
#### Geyser
*7th-Level Waterbending*
___
- **Casting Time:** 1 Action
- **Range:** 100 ft
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
___
This bending move briefly expands a small amount of water into a 100-foot high, 50 ft radius cylindrical geyser centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area are pushed upward and reach the top of the area when you use this bending move. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding being pushed upwards.
If some solid object (such as a ceiling) is encountered during the initial push, objects and creatures strike it just as they would during a normal downward fall (Use the fall damage chart to calculate damage). If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.
At the end of the duration, the surge of water dissipates quickly and affected objects and creatures fall back down.
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#### Anti-Chi Field
*8th-Level Waterbending*
___
- **Casting Time:** 1 Action
- **Range:** Self
- **Components:** V, S
- **Duration:** Concentration, up to 1 hour
___
You bend a sphere of water in a 10 ft radius around you. This sphere disrupts the flow of all Chi within the area. Within the sphere, bending moves can't be used, summoned creatures disappear, and even Chi-infused items become mundane. Until the bending move ends, the sphere moves with you, centered on you.
Bending moves and other Chi-based effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. Any resources expended to use a suppressed bending move are consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.
**Targeted Effects.** Bending moves and other Chi-based effects, such as Gust and Hold Person, that target a creature or an object in the sphere have no effect on that target.
**Areas of Chi.** The area of another bending move or Chi-based effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of a Chi-based effect, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
**Bending Moves.** Any active bending move or other Chi-based effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
**Chi-infused Items.** The properties and powers of Chi-infused items are suppressed in the sphere. For example, a longsword, +1 in the sphere functions as a regular longsword.
A Chi-infused weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a Chi-infused weapon or a piece of Chi-infused ammunition fully leaves the sphere (for example, if you fire a Chi-infused arrow or throw a Chi-infused spear at a target outside the sphere), the power of the item ceases to be suppressed as soon as it exits.
**Spirit Travel.** Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space temporarily closes while in the sphere.
**Creatures and Objects.** A creature or object summoned or created by Chi temporarily blinks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
**Dispel Magic/Remove Chi.** Bending Moves and Chi-based effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field bending moves don't nullify each other.
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#### Blizzard
*9th-Level Waterbending*
___
- **Casting Time:** 1 Action
- **Range:** Sight
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
___
You manipulate the clouds and freeze the moisture in the air over a massive area to cause a blizzard that consumes an area centered on a point that you can see and spreading to a 360 ft radius. Freezing winds gust through the newly created arctic wasteland. Each creature within the blizzard when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 cold damage and becomes deafened for 5 minutes.
Each round you maintain concentration on this bending move, the blizzard produces additional effects on your turn.
**Round 2.** Freezing rain falls from the cloud. Each creature and object under the cloud takes 1d6 cold damage.
**Round 3.** The temperature and air pressure drops sharply around 6 creatures of your choice. Each of the 6 creatures you chose must succeed on a Constitution saving throw or take 6d6 damage and be frozen (paralyzed) until the end of their next turn. The creature takes half damage and isn't paralyzed on a successful saving throw.
**Round 4.** The freezing rain turns to large hailstones. Each creature under the cloud takes 2d6 bludgeoning damage.
**Round 5–10.** Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on bending moves. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
#### Arctic Shockwave
*9th-Level Waterbending*
___
- **Casting Time:** 1 Action
- **Range:** 90 ft
- **Components:** S
- **Duration:** Instantaneous
___
You snap freeze the very air around up to ten creatures of your choice that you can see within range.
Each target must make a Constitution saving throw. On a failed save, a target takes 18d6 cold damage and is frozen (stunned). On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its body, now frozen, shatters into several pieces and falls to the ground.
A stunned target can make an Constitution saving throw at the end of each of its turns. On a successful save, the stunning effect ends.