Any waterbender can initiate the following in a 5-foot cube.
Cause water to form into simple shapes and animate at your direction.
Freeze water. If a creature is in the water, it must use a bonus action to make a DC5 Strength check to escape.
Remove all impurities from water.
Target a wall of ice, creating a hole large enough for a Medium creature. The wall must be less than 5 feet thick.
(1d6 Bludgeoning) Your elemental strike has the following properties:
When you reduce a creature to 0 hit points, you can avoid killing them, leaving them unconscious.
When you attack with a weapon you're proficient with, you can make one elemental strike as a bonus action.
Any waterbender can initiate the following in a 5-foot cube.
Cause water to form into simple shapes and animate at your direction.
Freeze water. If a creature is in the water, it must use a bonus action to make a DC5 Strength check to escape.
Remove all impurities from water.
Target a wall of ice, creating a hole large enough for a Medium creature. The wall must be less than 5 feet thick.
(1 Ki Point) You create a long tendril of water that lashes out at creatures in range. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage and isn't pushed.
(1 Ki Point) A bubble of water arises in a 10-foot square centered on a point within range. The water instinctively rises towards any creatures which fall into it, catching the creature safely. The creature takes no damage from falling and can land on its feet.
As a reaction while the form persists, you can move the bubble up to 30 feet within range.
(1 Ki Point) You create a 20-foot-radius sphere of mist centered on a point you choose within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration, or until dispersed by a wind of moderate or greater speed (at least 10 miles per hours).
As a bonus action on your turn, you can move the mist up to 30 feet anywhere within range.
(1 Ki Point) You flood a 20-foot square centered on a point you choose within range and then freeze it, catching hold of all creatures touching the ground. For the duration, the ground in the area is difficult terrain.
A creature in the area when you initiate the form must succeed on a Strength saving throw or be restrained by the ice until the form ends. A creature restrained by the ice can use its action to make a Strength check against your form save DC. On a success, it frees itself.
(2 Ki Points) You move healing waters across up to six creatures of your choice that you can see within range. Each creature regains hit points equal to 2d8 + your ki ability modifier. This form has no effect on undead or constructs.
(2 Ki Points) You create icy slides that allow you to glide quickly. Your speed increases by 20 feet, and you can move anywhere up to 30 feet above the ground.
The slides remain behind where you move, and dissipate at the beginning of your turn. These slides are objects that can be damaged and thus destroyed. A 5-foot cube of ice has AC 5 and 10 hit points. A creature in the place of one of your ice slides is pushed to a side of the space of the creature's choice.