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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

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