Conjure Volley

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.

Attributes

School:
Conjuration
Level:
5
Casting Time:
1 action
Duration:
Instantaneous
Range:
150 feet
Components:
V, S, M (one piece of ammunition or one throwing weapon)
Classes:
Ranger
Ritual:
No