Initiation Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
A wall of water rises at a point you choose within range. You can make the wall up to 50 feet long, 50 feet high, and 30 feet thick. The wall lasts for the duration.
When the wall appears, each creature within the area must make a Strength saving throw. On a failed save, a creature takes 10d4 bludgeoning damage, or half as much damage on a successful save.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 25 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 9d4 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 5 feet, and the damage creatures take from the form on subsequent rounds is reduced by 1d4. When the wall reaches 0 feet in height. the form ends.
A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your ki save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.
At Higher Levels. When you initiate this form at a higher level, the length and height of the wall increase by 10 feet, the thickness and speed of the wave increase by 20 feet, and the damage increase by 1d4 for each level above 5th.