How Conjure Barrage Works in D&D 5e

Conjure Barrage - DND 5th Edition

We’ve all seen action movies where the hero sprays bullets everywhere and never hits a teammate. D&D isn’t that forgiving. Conjure Barrage will tag your pals if they’re in the wrong spot.

Good news: the rules give you several outs, creative angles, vertical spacing, and even tactical sacrifices. Coming up, I’ll lay out those options in plain English so you can unleash your inner action hero without turning your cleric into Swiss cheese.

Welcome to this post. Today, we’re discussing a spell many players find useful in combat. Conjure Barrage is a mid-level spell with much to offer, especially when the fight gets crowded.

If you haven’t seen this spell before, don’t worry. You’ll learn what it does, when to use it, how it compares to others, and more.

This blog breaks down everything you need to know about Conjure Barrage so it’s easy to understand and use in your games. I’ve written it with you in mind, whether you’re brand new or have been playing for years.

You’ll find simple steps, helpful tips, and some friendly advice. Whether you’re a new player learning spells or someone who’s played for years but never touched Ranger magic, this blog is for you.

If you’ve ever asked, “When should I use this spell?” or “Why pick it over others?” you’re in the right place. This post explains it all in plain words so anyone can follow along.

You’ll see where the spell works best, what to watch out for, and how to get the most out of it. I wrote it to help you play wiser, no matter your level or style.

TL;DR Cheatsheet

  • Combos beautifully with control spells and coordinated teamwork.
  • It’s a 3rd-level Ranger spell (finally, your Ranger can stop complaining about feeling weak).
  • Creates a 60-foot cone of duplicated weapons.
  • Deals 3d8 damage (half on successful Dex saves).
  • Your allies are absolutely at risk, so be careful where you point!

What Exactly is Conjure Barrage?

Conjure Barrage is a spell that lets Rangers do something awesome: create a storm of flying weapons that rains down on enemies.

You toss a non-magical weapon, maybe a handaxe, a dagger, or even a javelin and boom! Magic duplicates fill a 60-foot cone, hitting everything in sight. Imagine your character throwing one axe into the air and watching it explode into a hundred others, flying toward a pack of goblins.

It’s the fantasy version of pushing the big red button.

This spell is great when you’re outnumbered and your usual bow shots aren’t cutting. Instead of picking off enemies one at a time, you can blast through them all at once. You don’t need fancy gear either. Just one regular weapon, and you’re set.

The cool part? It deals 3d8 damage to everyone in the area, with a Dexterity saving throw to take only half. That might not sound like a lot compared to spells like Fireball, but it’s solid damage spread across a huge area. If you’re facing a swarm of low-HP enemies, this could wipe them out in one go.

Now here’s the not-so-cool part: it hits everyone in the cone. Friends, foes, confused chickens, if they’re in the zone, they’re getting hit. So you need to plan where you aim. The last thing you want is to drop your party’s Bard right before the boss fight.

Another great thing? It’s quick. No long incantations, no digging around for rare spell components. Just a quick toss and boom barrage away. This makes it perfect when you’re in a tight spot and must make a big move fast.

It also scales nicely. Casting it using a higher-level spell slot deals an extra 1d8 damage for each level above third. That can add up, especially if you’re casting from a higher slot and aiming at a group of enemies that all fail their saves.

In short, Conjure Barrage is dazzling, useful, and fun. It might not be the strongest spell in the game, but it can feel like the coolest in the right situation.

Who Uses Conjure Barrage (Other than Cool Rangers?)

The short version is Conjure Barrage, which is a Ranger-only spell. It’s one of the few moments where Rangers shine with real fireworks.

While the class doesn’t always get the flashiest toys, this spell gives you a satisfying way to shake up a battlefield. It’s your cinematic moment, your crowd-control special, your answer to the question: “What if I wanted to hit everything all at once?”

Now, let’s talk about who this works best for. If you’re playing a Hunter Ranger or a Gloom Stalker, Conjure Barrage fits neatly into your kit. Hunter Rangers already specialise in AoE attacks with features like Horde Breaker or Volley, and Conjure Barrage adds more chaos to the mix.

And Gloom Stalkers? They live for ambushes and surprise attacks, throwing a weapon that explodes into dozens more is the kind of thing that makes their dark little hearts sing.

But that doesn’t mean other Ranger builds can’t get value. A Beast Master could easily hold enemies in place using their animal companion, buying you just enough time to drop the big spell.

A Swarmkeeper could thematically tie their barrage into their creepy swarm, imagine arrows splitting into wasps that sting everything in the area. Okay, slightly terrifying, but it works.

Here’s a real-life example from one of my games: My buddy Max was playing a Dwarf Ranger with a collection of throwing axes.

We were ambushed in a canyon, surrounded. Instead of panicking, Max said, “I’m gonna try something,” and tossed a regular handaxe into the air.

With Conjure Barrage, the thing multiplied midair like a magic trick gone violent, and suddenly every gnoll in a 60-foot cone was ducking for cover. A couple dropped instantly, and the rest ran straight into our Paladin’s sword.

Max rode that high for weeks. He even carved little notches into his axes for every enemy that fell during that barrage. That’s the kind of moment Conjure Barrage creates: memorable, big, and uniquely Ranger.

It’s also worth noting that this is one of the few big AoE spells that doesn’t rely on concentration. That means you can keep up spells like Hunter’s Mark or pass without trace while launching your attack.

That flexibility makes it extra useful in longer fights or exploration-heavy dungeons where concentration is in short supply.

And if your party already has the classic spellcasters like Sorcerers or Wizards, you can fill a gap they often leave wide, mid-range coverage that doesn’t require as many spell slots or setup. A Wizard might need a few seconds to prep Fireball, but you? You throw and go.

Also, don’t underestimate how good this spell feels for roleplay. You’re the lone wolf, the tracker, the silent sharpshooter, and then suddenly you’re raining knives like a one-person storm. It gives you an edge, something to make your Ranger stand out from the sea of arrows and longswords.

In short: if you’re a Ranger and want to do something flashy, memorable, and effective, Conjure Barrage is your go-to spell. It’s easy to use, fun to roleplay, and incredibly satisfying when you line it up just right.

Whether you’re a new player or a seasoned veteran, having this in your spellbook gives you a tool that changes the game. And let’s face it, every Ranger deserves a moment to be awesome.

How Does it Compare to Other Spells?

Let’s face it, every class has its signature moves. Wizards have Fireball, Clerics have Spirit Guardians, and Warlocks have Eldritch Blast (probably engraved on their tombstones). But where does Conjure Barrage stand in the grand pantheon of D&D 5e spells?

Well, it’s unique. It doesn’t hit as hard as Fireball, sure. Fireball dishes out 8d6 damage in a 20-foot radius, the gold standard for mid-level boom spells.

But here’s the thing: Fireball is loud, flashy, and screams, “The wizard did it.” Conjure Barrage, on the other hand, is the Ranger’s moment to shine. It trades sheer power for style, flexibility, and accessibility.

The biggest difference? Conjure Barrage uses a cone instead of a sphere. That sounds less cool, but it makes a big difference in close-quarters fights.

Need to hit a group of enemies charging down a corridor? Cone. Got a bunch of goblins trying to flank your Rogue? Cone. Fireball might catch everyone, including your friends. Barrage lets you carve out more precision, provided you angle it right.

Then there’s the casting style. Conjure Barrage doesn’t require a lot of setups.

No rare components, no long casting time. Just one action, a weapon in hand, and you’re ready. For Rangers, who often need to stay mobile and reactive, that’s a huge plus. You can shoot, move, and shout something dramatic all in one turn.

Damage-wise, yes, it’s lower 3d8 isn’t going to shake the heavens. But consider that it scales better than most people realise. For every level above 3rd, you tack on an extra d8. That means at 5th level, it’s 5d8. And with enough targets, that damage adds up fast.

Also, it doesn’t require concentration. That’s big. Many strong area spells lock down your concentration slot, preventing you from running other helpful effects like Hunter’s Mark. With Conjure Barrage, you get to do both: mark a key enemy, then barrage the whole group.

Now compare it to Lightning Bolt. That’s another heavy hitter, dealing 8d6 in a straight line. Great damage, but harder to aim.

Enemies spread out? Lightning Bolt misses. Barrage? Still works. Cone effects give you flexibility, and that flexibility often means hitting more enemies, especially in random dungeon layouts where enemies are clumped up in weird spots.

Let’s not forget Thunderwave. While it does push enemies back (which is fun), its 2d8 damage isn’t great, and the 15-foot cube range is short. Conjure Barrage gives you triple the range and better area coverage.

Plus, it fits the theme of a skilled marksman summoning a magical storm of weaponry. Thunderwave just makes you sound cranky.

So, while it’s not the most powerful spell by raw numbers, Conjure Barrage is a tactical AoE spell that rewards clever positioning and timing. It’s great for crowd control and roleplay, and it gives Rangers something that feels epic without being overpowered.

The bottom bar: if you want sheer destructive power, sure, Fireball wins. But if you want a spell that fits your role as a flexible, mobile battlefield controller and lets you be the cool one for once, Conjure Barrage deserves a spot in your quiver.

Especially when it turns a “you’re just the arrow guy” comment into “holy crap, where’d all those knives come from?”

FAQs About Conjure Barrage

Let’s wrap this up with a good ol’ fashioned lightning round because sometimes you don’t need a full spell lecture, just a straight answer to a burning question.

Here are some of the most common things players ask (and argue about) about Conjure Barrage.

Q: Can I use a magical weapon to cast Conjure Barrage?

A: Nope. The spell specifically says a non-magical weapon. Sorry, your +2 flaming shortsword stays in its sheath. You’ll need something basic like a dagger, handaxe, or javelin.

Q: Does the thrown weapon get destroyed after casting?

A: Not at all. It’s not like you’re hurling it into a volcano. You get it back, assuming you can retrieve it afterwards. The spell creates magical copies; your original is just the trigger.

Q: Can I use an improvised weapon like a rock or a spoon?

A: Only if your DM allows it. The rules say “weapon,” not “anything you feel like throwing.” So, unless you have a spoon listed as a weapon on your character sheet, it’s a hard sell. But hey, talk to your DM. Some love creative chaos.

Q: Do I add modifiers to the damage?

A: Nope. The spell deals 3d8 flat. No additional dexterity modifier or magical bonuses are allowed. It’s the spell doing the damage, not your muscle.

Q: Can I twin this with Metamagic or something fancy like that?

A: Sorry, Sorcerer friends, you don’t get this spell, and even if you could nab it somehow, it targets an area, not a creature. So it’s not a valid target for Twinned Spell.

Q: What kind of damage does it do?

A: The same type as the weapon you used to cast it. Throw a dagger? It’s piercing. Toss a club? It’s bludgeoning. No elemental flair, but at least it’s easy to remember.

Q: Can I shape the cone around allies?

A: Not really. Unless your DM allows some serious geometry wizardry, that cone hits everyone in it. No curving around friends like a magic boomerang. Either they duck or they get hit.

Q: Is this better than Volley?

A: It depends. Volley is a Ranger feature that lets you attack multiple targets with your bow, which is great if you’re up against several enemies and have the range.

But Volley costs an action and requires ammo. Conjure Barrage hits a wider area and can be upcast, but it uses a spell slot. Use whichever suits the moment.

Q: Can I combine this with Hunter’s Mark?

A: Technically, but only one creature gets the bonus damage from Hunter’s Mark. So while it’s fun to combo, you won’t be stacking extra damage on every enemy hit.

Q: Can I crit with Conjure Barrage?

A: No critical hits here. You can’t land a crit since it’s a saving throw, not an attack roll. But hey, hitting five enemies for 3d8 is satisfying all the same.

Hopefully, that clears up the gray areas and helps you avoid the classic “rules lawyer standoff” mid-session. Got a different question or a weird situation in your game? Drop it in the comments; we love talking spell tactics.

The Closing

Conjure Barrage isn’t just another spell on your character sheet it’s a signature move, a tactical surprise, and a narrative highlight all rolled into one.

It’s not about being the biggest blaster or topping the damage charts every round. It’s about knowing the moment, lining up your shot, and turning a tide of battle with a single, stylish flourish.

If you’re a Ranger, you finally get to shout, “Stand back, I’ve got this!” and mean it. You’ve got a tool that rewards smarts, positioning, and a little flair. Used well, it’s one of the most memorable actions you can take at the table.

So carry that extra dagger. Watch the terrain. Call your shots. And when the battlefield is cluttered with enemies just begging to be rearranged, make it rain.

What’s your most cinematic use of Conjure Barrage? Tell us in the comments below, and don’t forget to sign up for the DungeonSolvers newsletter for more spell breakdowns, DM tips, and character tricks.

This post contains game mechanics reproduced under the Open Gaming License (OGL).

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