As of 2025-11-25, Duli’s Battle Horn is a usable Act 1 item you can grab in the Goblin Camp near the Shattered Sanctum. I’ve played this game a lot and, honestly, I think the horn is one of those small finds that rewards clever use more than brute force. Want it without a fight?
Where to find it 🎺
Head to the eastern side of the Goblin Camp where the kids play (near cooking pots and training dummies). The horn is in the hands of a young goblin called Duli. You can sneak, talk, or fight your way there — I’ve noticed persuasion usually saves time.
(Save first — by the way, dialogue choices matter.)
Meeting Duli: options and checks
Approaching Duli starts the small quest “The Young Musician.” You’ll see multiple dialogue routes; the game usually expects a Charisma approach but there are alternatives.
| Option | Check | Outcome |
|---|---|---|
| Persuasion | DC 15 | Peaceful handover |
| Intimidate | DC 12 | Duli drops the horn, fight likely |
| Deception | DC 14 | Trick works, you get it |
| Trade | No check | Pay ~100 gp or swap instrument |
| Performance | DC 10 | Duli is impressed and gifts it |
We found peaceful methods often open a follow-up (you can teach Duli later in Act 2). Force gets you the horn fast but makes the camp hostile — there are exceptions, depending on your build.
What the horn does (practical summary)
Duli’s Battle Horn is treated as a Wondrous Item (Uncommon). Equip it and you get a small passive Charisma boost and a once-per-short-rest action called Rally the Troops.
- Rally the Troops (Action): 30 ft radius, 3 turns — allies gain +2 to attack rolls and saving throws; frightened allies ignore fear during the effect.
- Sonic Blast (Bonus Action): 2d6 thunder in 15-foot cone (recharges on long rest).
- Inspiring Tune (Passive): Allies within 10 ft get advantage vs. charm saves.
- War Cry (Reaction): When an ally crits within 60 ft, give +1d4 damage.
Why these matter: Rally stacks with other buffs to change hit probabilities and save success rates. Small numeric boosts often tilt tight fights — that’s why you use it early, not as an afterthought.
Who should hold it?
Bards are obvious, but Charisma-scaling fighters like Paladins, Warlocks, and Sorcerers benefit too. In my experience, a Paladin with the horn covers both front-line and aura synergy in a way that surprises opponents (and sometimes teammates).
Tip: Equipping the horn on a tank forces enemies into bad target choices — you make space for squishier damage dealers.
Class synergies I’ve tested: Bard (Valor), Paladin (Devotion), Warlock (Archfey), Sorcerer (Draconic), Fighter (Battle Master). A Bard 6 / Paladin 2 multiclass often feels very strong because you keep spell depth and gain smites.
// simple pseudo-check for taking the horn
if (charisma >= 15) {
persuade(Duli);
} else if (intimidation >= 12) {
scare(Duli);
} else {
payOrUsePerformance();
}
Combat use: timing and tactics 🎯
Use Rally at combat start when everyone’s in position. Sonic Blast? Save it for grouped adds. During long fights, the horn’s fear immunity can be the difference between holding formation and running around like headless chickens — seriously.
Controversial take: some streamers overhype the horn as mandatory; I disagree — it’s useful, not broken. Another hot take: sometimes grabbing it by force is tactically better if you need quick access to the Shattered Sanctum loot (it angers the camp, yes, but surprises open routes). People will argue both sides — depends on your playstyle and risk tolerance.
Synergy with other instruments
Pairing instruments can amplify effects. I’ve seen setups where coordinating turns makes fights trivial (not always — depends on your niche). Think of the horn as the conductor’s cue in a small band; timing matters more than stacking every buff at once.
- Duli’s Horn + Blazer-style damage boost = more reliable hits.
- Horn + control instruments = safer engagements vs. caster-heavy fights.
Oddly enough, putting the horn on a non-bard sometimes produces better uptime because a bard is often busy casting — watch this: put it on someone who can stand in the front and still use reactions.
Practical scenarios
| Encounter | Use |
|---|---|
| Goblin Leaders | Rally before opening moves |
| Phase Spider | Sonic Blast on spawn |
| Bulette | Rally + repositioning |
| Spectator | War Cry to punish crits |
Counterintuitive insight: equipping the horn on your tank rather than your main caster sometimes increases total damage done across a fight — because the tank keeps buffs applied and stays alive to use reactions. Try it; you might like the results.
Final, practical notes (short)
Get the horn if you value team control and small, repeatable buffs. If you want raw solo damage, it won’t replace a great weapon. There are exceptions, but overall it’s a flexible support tool that rewards creative play.
Between us: if you see Duli playing with the horn, chat first. I’ve lost items to rash choices — and yes, I cried a little (not much).
Good luck in the camp — don’t forget to save before the conversation!