Conjure Volley

Conjuration

Level

5

Casting Time

1 action

Duration

Instantaneous

Components

Verbal, Somatic, Material

Range

150 feet

Saving Throw

Dexterity

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 . 8 D 8 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.

Material

one piece of ammunition or one thrown weapon

Classes

Ranger