Conjure Barrage

Conjure Barrage

Level 3 Conjuration spell available to Rangers. You fire a 9m cone of copies of your weapon for 3d8 of its damage type, with a Dexterity save for half. It is the Ranger’s one proper area attack and it hits everything in front of you, allies included.

Spell description: Channel your weapon’s essence into a destructive, widespread volley.

Spell properties

  • Damage: 3d8 of your weapon’s damage type
  • Damage type: Weapon damage type
  • Range: Self
  • Area: 9m (30ft) cone
  • Save: DEX save (half damage on success)
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Conjure Barrage at higher levels provides no additional benefits.

How to obtain Conjure Barrage

  • Ranger at Class level 9

Source item: Scroll of Conjure Barrage

CONJURE BARRAGE

Level 3 Conjuration Spell

Channel your weapon’s essence into a destructive, widespread volley.

Range: Self Save: DEX save AoE: 9m (30ft) cone

When to cast Conjure Barrage

This is the Ranger’s only real area damage, so cast it when three or more enemies are lined up in front of you. A cone that wide catches a whole corridor, and 3d8 to each of them is a lot more than one arrow.

The damage type is whatever your weapon does, which matters. Fire a Fire-enchanted bow and the whole cone is Fire. Use a Piercing weapon against skeletons and you will be disappointed. Pick your weapon for the fight, not the spell.

It hits friends too, so check who is standing in the cone before you click. And it is a Level 3 slot on a half-caster, which means you get one, maybe two per Long Rest. Save it for the crowd, not the single target.

Crusader’s Mantle

Crusader’s Mantle

Level 3 Evocation spell available to Paladins. Every weapon attack from you and every nearby ally deals an extra 1d4 Radiant damage for ten turns. On its own that is modest. Multiplied across a party that attacks a lot, it is not.

Spell description: Radiate a holy power that emboldens you and nearby allies. Their weapon attacks deal an additional 1d4 Radiant damage.

Spell properties

  • Range: Self
  • Area: 9m (30ft) radius
  • Duration: 10 turns
  • Concentration spell
  • Damage: 1d4 Radiant per weapon attack
  • Conditions applied: Crusader’s Mantle
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Crusader’s Mantle at higher levels provides no additional benefits.

How to obtain Crusader’s Mantle

  • Paladin at Class level 9

Source item: Mantle of the Holy Warrior

CRUSADER’S MANTLE

Level 3 Evocation Spell

Radiate a holy power that emboldens you and nearby allies. Their weapon attacks deal an additional 1d4 Radiant damage.

Range: Self AoE: 9m (30ft) Radius Duration: 10 turns

CONDITION: CRUSADER’S MANTLE

Duration: 10 turns
AoE: 9m (30ft) Radius

Condition: Crusader’s Mantle

  • Weapon attacks deal an additional 1d4 Radiant damage.
  • Affects the caster and all allies within the radius.
  • Concentration.

When to cast Crusader’s Mantle

Count the attacks before you judge the dice. A late-game party is making six or eight weapon attacks a round between them, and 1d4 on every single one for ten turns is a lot more damage than any one-off smite you were going to cast instead.

It scales with how many people are swinging, which means it is superb in a melee party and close to worthless in a party of casters. Two Fighters and a Barbarian, cast it. Three Wizards, do not.

Radiant is a good type to be adding, too. Very little resists it, and it works nicely with the Radiating Orb items that pile Disadvantage onto anything you keep hitting.

It is Concentration, which for a Paladin is not usually a busy slot, so the real cost is just the Action on turn one. Cast it before you charge, not after.

Blink

Blink

Level 3 Transmutation spell available to Sorcerers and Wizards. At the end of each of your turns you flip a coin, and half the time you simply stop existing until your next turn. Nothing can hit what is not there.

Spell description: At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can’t be harmed or seen in this world. Available only in combat.

Spell properties

  • Range: Self
  • Duration: 10 turns
  • Conditions applied: Blink; Blinked to the Ethereal Plane
  • Cost: Action + Spell Slot
  • Recharge: Per action
  • Available only in combat

Spell upcasting

Casting Blink at higher levels provides no additional benefits.

How to obtain Blink

  • Sorcerer, Wizard at Class level 5

Source items: Ring of Blink, Scroll of Blink

BLINK

Level 3 Transmutation Spell

At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can’t be harmed or seen in this world. Available only in combat.

Range: Self Duration: 10 turns

CONDITIONS APPLIED

Duration: 10 turns

Condition: Blink

  • At the end of each of your turns, roll a d20.
  • On 11 or higher, you vanish into the Ethereal Plane until the start of your next turn.

Condition: Blinked to the Ethereal Plane

  • You cannot be seen, targeted, or harmed by anything in this world.
  • You return automatically at the start of your next turn.

When to cast Blink

It is not Concentration, which immediately makes it more interesting than it looks. Your Wizard can be holding Haste or Hypnotic Pattern and still be spending half the fight in another plane of existence entirely.

The maths is a coin flip every round, so across a long fight you are dodging roughly half of everything aimed at you. Combined with Mirror Image, a caster becomes very difficult to remove from the board by ordinary means.

The problem is the other half. Fifty per cent of the time you are standing there in the open having spent your Action on nothing, and the enemy archers are delighted. Blink protects you on average, not on the turn you actually need it.

Which makes it a spell for the long grind, not the emergency. If something is about to kill you right now, Misty Step out. Blink is what you cast on turn one when you know you are going to be shot at for the next ten.

Blinding Smite

Blinding Smite

Level 3 Evocation spell available to Paladins. Your next melee hit deals an extra 3d8 Radiant damage and Blinds the target on a failed Constitution save. It is a smite with a condition attached, and the condition is worth more than the dice.

Spell description: Evoke a heavenly flare and possibly Blind your target.

Spell properties

  • Range: Weapon range
  • Duration: 10 turns
  • Save: CON save
  • Attack type: Melee weapon Attack Roll
  • Damage: 3d8 Radiant + normal weapon damage
  • Conditions applied: Blinded
  • Cost: Action + Bonus Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Blinding Smite at higher levels provides no additional benefits.

How to obtain Blinding Smite

  • Paladin at Class level 9

Source item: None. No item in the game grants Blinding Smite.

BLINDING SMITE

Level 3 Evocation Spell

Evoke a heavenly flare and possibly Blind your target.

Range: Weapon range Save: CON save Duration: 10 turns

CONDITION: BLINDED

Duration: 10 turns

Condition: Blinded

CON Save
  • The creature cannot see. It automatically fails any check requiring sight.
  • Its Attack Rolls have Disadvantage.
  • Attack Rolls against it have Advantage.

When to cast Blinding Smite

3d8 Radiant is respectable, but Blinded for ten turns is the actual prize. A blind enemy attacks at Disadvantage and everyone attacks it back with Advantage, which for the rest of the fight is worth far more than any burst of damage.

So it goes on the boss, not the mook. Something that dies to a normal smite does not need this. Something that is going to be swinging at your party for the next eight turns very much does.

The Constitution save is the weakness, and bosses tend to have monstrous Constitution. Land it with Advantage if you can, and remember that a failed save still leaves you with a full 3d8 smite, so it is never a wasted cast.

Paladins do not see a Level 3 slot until Class level 9, so you will have one or two of these a day at most. It is a boss button. Treat it like one.

Call Lightning

Call Lightning

Level 3 Conjuration spell available to Druids. 3d10 Lightning in a small area, and then you can do it again every turn for ten turns without spending another slot. One slot, ten castings. Read that again.

Spell description: Lightning strikes all targets within the area of effect. For 10 turns you can call down lightning again without expending a spell slot.

Spell properties

  • Range: 18m (60ft)
  • Area: 2m (7ft) radius
  • Duration: 10 turns
  • Concentration spell
  • Save: DEX save
  • Damage: 3d10 Lightning
  • Conditions applied: Call Lightning
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Call Lightning at a higher level deals an additional 1d10 Lightning for each spell slot level above the 3rd. This applies to the initial cast and to every free cast afterwards.

How to obtain Call Lightning

  • Druid at Class level 5
  • Tempest Domain (Cleric) at Class level 5, as a Domain Spell

Source item: None. No item in the game grants Call Lightning.

CALL LIGHTNING

Level 3 Conjuration Spell

Lightning strikes all targets within the area of effect. For 10 turns you can call down lightning again without expending a spell slot.

On save: The creature takes half damage.

Range: 18m (60ft) Save: DEX save AoE: 2m (7ft) Radius

CONDITION: CALL LIGHTNING

Duration: 10 turns

Condition: Call Lightning

  • For 10 turns you can call down lightning again as an Action.
  • Free casts do not expend a Spell Slot.
  • Concentration. If it drops, so does the storm.

When to cast Call Lightning

This is the single most slot-efficient damage spell a Druid has. 3d10 a turn for ten turns out of one Level 3 slot is a rate of return nothing else at this level comes close to, and the upcast raises every free cast too, not just the first.

Upcast it. A Level 6 Call Lightning is 6d10 every turn for ten turns, which quietly out-damages every single-cast Level 6 spell in the game if the fight lasts even half that long.

Wet enemies take double Lightning damage. A Druid who opens with Create or Destroy Water and then parks a Call Lightning on the puddle is doing something genuinely unfair, and it works every turn.

Two limits. The radius is tiny, so it is a single-target tool most of the time, and it is Concentration, so it competes with everything else a Druid wants to be holding. The trade is usually worth it.