You have developed traits similar to those of a red cap, granting you the following benefits:
Ability Score Improvement. Increase your Strength or Constitution by 1, to a maximum of 20.
Outsize Strength. While grappling, you are considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on your attack rolls.
Iron Boots. As an action, you can transform a pair boots that you touch that aren't being worn. The boots become Iron Boots, if they already were Iron Boots they revert to normal boots. A creature wearing Iron Boots has disadvantage on Dexterity (Stealth) checks while they are moving, and creatures have advantage on Wisdom (Survival) checks made to track a creature wearing Iron Boots.
While wearing Iron Boots, you can use your action to move up to your speed to a creature you can see and kick it with your Iron Boots. The target must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or take 1d10 + your Strength modifier bludgeoning damage and if it is Large or smaller be knocked prone. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Vicious Weapons. When you hit a creature with a weapon attack that deals 1d4 damage, you can deal an extra 1d4 damage.
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