Casting Time: 1 action
Range: Self (60 ft
)
Components: V, S, M
Duration: Instantaneous
Damage Type: Force
Save: Dexterity
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.
The damage increases by 1d8 for each spell slot level above 3.
Material Component:
a Melee or Ranged weapon worth at least 1 CP
Verbal Component:
Sie Conus di Armus
Verbal Component (Alternative):
Into the air this missile now thrown, a barrage conjured into a cone.
Class: Ranger
Tags: Damage
Source: Player's Handbook (2024) (page 254)
View Conjure Barrage Spell Card
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).