Dungeon Master's Guide
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face has a different effect. If the cube has insufficient<br />
charges remaining, nothing happens. Otherwise, a<br />
barrier of invisible force springs into existence, forming<br />
a cube 15 feet on a side. The barrier is centered on you,<br />
moves with you, and lasts for 1 minute, until you use an<br />
action to press the cube's sixth face, or the cube runs<br />
out of charges. You can change the barrier's effect by<br />
pressing a different face of the cube and expending the<br />
requisite number of charges, resetting the duration.<br />
If your movement causes the barrier to come into<br />
contact with a solid object that can't pass through the<br />
cube, you can't move any closer to that object as long as<br />
the barrier remains.<br />
CUBE OF FORCE FACES<br />
Face Charges Effect<br />
1 Gases, wind, and fog can't pass through<br />
the barrier.<br />
2 2 Nonliving matter can't pass through the<br />
barrier. Walls, floors, and ceilings can<br />
pass through at your discretion.<br />
3 3 Living matter can't pass through the<br />
barrier.<br />
4 4 Spell effects can 't pass through the<br />
barrier.<br />
5 5 Nothing can pass through the barrier.<br />
Walls, floors , and ceilings can pass<br />
through at yo ur discretion.<br />
6 0 The barrier deactivates.<br />
The cube loses charges when the barrier is targeted<br />
by certain spells or comes into contact with certain spell<br />
or magic item effects, as shown in the table below.<br />
Spell or Item<br />
Disintegrate<br />
Horn of blasting<br />
Passwall<br />
Prismatic spray<br />
Wall of .fire<br />
Charges Lost<br />
ldl2<br />
ldlO<br />
ld6<br />
ld20<br />
ld4<br />
CUBIC GATE<br />
Wondrous item, legendary<br />
This cube is 3 inches across and radiates palpable<br />
magical energy. The six sides of the cube are each<br />
keyed to a different plane of existence, one of which is<br />
the Material Plane. The other sides are linked to plane:<br />
determined by the DM.<br />
You can use an action to press one side of the cube to<br />
cast the gate spell with it, opening a portal to the plane<br />
keyed to that side. Alternatively, if you use an action to<br />
press one side twice, you can cast the plane shift spell<br />
(save DC 17) with the cube and transport the targets to<br />
the plane keyed to that side.<br />
The cube has 3 charges. Each use of the cube expend:<br />
1 charge. The cube regains ld3 expended charges<br />
daily at dawn.<br />
DAERN'S INSTANT FORTRESS<br />
Wondrous item, rare<br />
You can use an action to place this l-inch metal cube<br />
on the ground and speak its command word. The cube<br />
rapidly grows into a fortress that remains until you use<br />
an action to speak the command word that dismisses ir.<br />
which works only if the fortress is empty.<br />
The fortress is a square tower, 20 feet on a side<br />
and 30 feet high, with arrow slits on all sides and a<br />
battlement atop it. Its interior is divided into two floors.<br />
with a ladder running along one wall to connect them.<br />
The ladder ends at a trapdoor leading to the roof. When<br />
activated, the tower has a small door on the side facing<br />
you. The door opens only at your command, which<br />
you can speak as a bonus action. It is immune to the<br />
knock spell and similar magic, such as that of a chime<br />
of opening.<br />
Each creature in the area where the fortress appears<br />
must make a DC 15 Dexterity saving throw, taking<br />
lOdlO bludgeoning damage on a failed save, or half<br />
as much damage on a successful one. In either case,<br />
the creature is pushed to an unoccupied space outside<br />
but next to the fortress. Objects in the area that aren't<br />
being worn or carried take this damage and are pushed<br />
automatically . .<br />
DAGGER OF VENOM<br />
CUBIC GATE<br />
DECANTER OF<br />
E NDLESS WATER<br />
CHAPTER 7 I TREASURE