Page 160 - Dungeon Master's Guide
P. 160
face has a different effect. If the cube has insufficient CUBIC GATE
charges remaining, nothing happens. Otherwise, a Wondrous item, legendary
barrier of invisible force springs into existence, forming
This cube is 3 inches across and radiates palpable
a cube 15 feet on a side. The barrier is centered on you,
magical energy. The six sides of the cube are each
moves with you, and lasts for 1 minute, until you use an
keyed to a different plane of existence, one of which is
action to press the cube's sixth face, or the cube runs
the Material Plane. The other sides are linked to plane:
out of charges. You can change the barrier's effect by
determined by the DM.
pressing a different face of the cube and expending the
You can use an action to press one side of the cube to
requisite number of charges, resetting the duration.
cast the gate spell with it, opening a portal to the plane
If your movement causes the barrier to come into
keyed to that side. Alternatively, if you use an action to
contact with a solid object that can't pass through the
press one side twice, you can cast the plane shift spell
cube, you can't move any closer to that object as long as
(save DC 17) with the cube and transport the targets to
the barrier remains.
the plane keyed to that side.
The cube has 3 charges. Each use of the cube expend:
CUBE OF FORCE FACES
1 charge. The cube regains ld3 expended charges
Face Charges Effect daily at dawn.
1 Gases, wind, and fog can't pass through
DAERN'S INSTANT FORTRESS
the barrier.
2 2 Nonliving matter can't pass through the Wondrous item, rare
barrier. Walls, floors, and ceilings can You can use an action to place this l-inch metal cube
pass through at your discretion. on the ground and speak its command word. The cube
rapidly grows into a fortress that remains until you use
3 3 Living matter can't pass through the
an action to speak the command word that dismisses ir.
barrier.
which works only if the fortress is empty.
4 4 Spell effects can 't pass through the
The fortress is a square tower, 20 feet on a side
barrier.
and 30 feet high, with arrow slits on all sides and a
5 5 Nothing can pass through the barrier.
battlement atop it. Its interior is divided into two floors.
Walls, floors , and ceilings can pass with a ladder running along one wall to connect them.
through at your discretion. The ladder ends at a trapdoor leading to the roof. When
6 0 The barrier deactivates. activated, the tower has a small door on the side facing
you. The door opens only at your command, which
The cube loses charges when the barrier is targeted you can speak as a bonus action. It is immune to the
by certain spells or comes into contact with certain spell knock spell and similar magic, such as that of a chime
or magic item effects, as shown in the table below. of opening.
Each creature in the area where the fortress appears
Spell or Item Charges Lost must make a DC 15 Dexterity saving throw, taking
Disintegrate ldl2 lOdlO bludgeoning damage on a failed save, or half
Horn of blasting ldlO as much damage on a successful one. In either case,
Passwall ld6 the creature is pushed to an unoccupied space outside
but next to the fortress. Objects in the area that aren't
Prismatic spray ld20
being worn or carried take this damage and are pushed
Wall of .fire ld4
.
automatically .
CUBIC GATE
DAGGER OF VENOM
DECANTER OF
E NDLESS WATER
CHAPTER 7 I TREASURE

