Conjure Volley D&D 5th Edition 5th Level Spell Guide

Conjure Volley

  • Level: 5
  • Casting time: 1 Action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Instantaneous
  • Ritual: No
  • Concentration: No
  • Save: None
  • Damage: None
  • Spells: Ranger
  • Source: Players Hand book, Page No. 226

SPELLS OBJECT

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.

Our Latest Posts

Leave a Reply