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Conjure Volley

Level 5 - Conjuration

Casting Time:

1 Action

Range:

150 feet

Components:

V

S

M*

Duration:

Instantaneous

Concentration:

No

Ritual:

No

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

At Higher Levels:

-

Classes:

Ranger

Source:

Player's handbook