Conjure Barrage
- Level & School
- 3rd-level conjuration
- Casting Time
- Action
- Range
- Self
- Components
- V, S, M (a Melee or Ranged weapon worth at least 1 CP)
- Duration
- Instantaneous
- Classes
- Ranger
You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that you can see in a 60-foot Cone makes a Dexterity saving throw, taking 5d8 Force damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.
- Level & School
- 3rd-level conjuration
- Casting Time
- Action
- Range
- Self (60-foot cone)
- Components
- V, S, M (one piece of ammunition or a thrown weapon)
- Duration
- Instantaneous
- Classes
- Ranger
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
Conjure Barrage 5.5e 2024 vs. 5e 2014 edition differences
The 2024 version restricts the effect to a chosen creature within the cone, increases damage to 5d8 Force (from 3d8), and allows damage to scale by 1d8 per spell slot above 3rd level. The 2014 version affects all creatures in the cone with 3d8 damage.