Conjure Volley 5e
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (one piece of ammunition or one thrown weapon)
Spell List: Ranger
You fire a piece of non-magical ammunition from a ranged weapon or throw a non-magical 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.