While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Second part is tricky here: The creature must have occupied that space at some point during the current turn.
As I understood you can't teleport to a space if you didn't walk on that space on the current turn.
If that's correct then it means:
you can't avoid opportunity attacks if hostile create came to you on their turn
you can't release yourself from grapple/restrain if it happened on others' turn
you can't teleport forward if you are running away from danger
you can't jump on the other side of a broken bridge
There's another use for those boots I found: grapple a target, jump as high as you can (you need 10+ feet, so you need to have jump spell or some class-specific feartures), piledive your target to the ground dealing fall dmage and landing it prone, but then you can just teleport safely to the ground without suffering any fall damage yourself.
While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Second part is tricky here: The creature must have occupied that space at some point during the current turn.
As I understood you can't teleport to a space if you didn't walk on that space on the current turn.
If that's correct then it means:
you can't avoid opportunity attacks if hostile create came to you on their turn
you can't release yourself from grapple/restrain if it happened on others' turn
you can't teleport forward if you are running away from danger
you can't jump on the other side of a broken bridge
So, is there anything left from these boots? :(
If you're planning on using Boots of the Winding Path as an infusion I highly recommend asking your DM to reinterpret The creature must have occupied that space at some point during the current turn as The creature must have occupied that space at some point within the last 6 seconds. You could also say the "current round" but that would put you in back in the exact same situation if you happened to roll the highest initiative.
Then you could at least teleport at the beginning of your turn before your move to disengage/escape a grapple. You're still limited to at most a 15 foot teleport, it still has to be a place you've already been, and it still has to be an unoccupied space you can see. But at least it would allow you to escape a grapple or disengage before you move on your turn.
You still wouldn't be able to teleport forward if running away from danger.* You still can't jump to the other side of a broken bridge.**
*Though you could still teleport behind danger if the danger is right next to you and less than 15 feet across. **Though you could still teleport yourself back onto the near side of a broken bridge that you fell off of.
1. In general, enemies enter your reach on their turn so most of the time I won't be able to avoid OA
2. If you are grappled your speed is 0 so you can't move around
3. --
4. Bridge was just a single case, I meant paths which have falling space and you want to get on another side.
1) You take an OA when you move out of the enemy's reach. That happens on your turn due to your movement, not theirs.
2) If they go before you and try to move you, that is still 'the current turn.' If you are on some moving platform (in a wagon, on a ship, etc) you have almost certainly moved more than 5' 'on the current turn.' You cannot move under your own power while grappled, but you can be moved.
4) You were citing things the boots cannot do and asking if there is anything useful they actually can do. The way you came from is more likely to have a safe, obvious path out than the way you are going. Therefore if the bridge breaks behind you, getting back to the side you started on is arguably very useful particularly if the rest of the party is there, unable to get to you.
1. Enemies come close to you and stay in your reach. Then your turn starts and you either should stay there or take oa or spend your action for disengage. You can't use boots for this case and that's the point. If I could use them normally, I would teleport 15 feet away, then use movement and that's 45 ft total and I would still have action to cast a spell. Then enemies wouldn't be able to come close without wasting action and it would be a great strategy against melee enemies (which have less than 45ft of movement).
2. You are messing a turn and a round with each other:
"When everyone involved in the combat has had a turn, the round ends." (Combat rules)
It means each creature has own turn and when everyone takes their own turn that's one round.
4. I'm just saying going back is much more useless then going forward
What I'm actually trying to understand is that if I should keep these boots or take another infusion. For example I could make a cloak of elvenkind :/
So, do you want me to spend action (grapple), movement (jumping up) and bonus action (activate boots) to deal 1d6 damage? 🤔
1d6 damage and knock the target prone. Also it spends one attack, not one action, so if you have multiple attacks you and your melee teammates can than kick the shit out of the prone target with advantage. Or grapple it the second time so it cannot get up and stuck with disadvantage on all of its attacks.
This a straight upgrade over shove action that also knocks target prone at the cost of one attack but does not deal damage.
This is way better with classes that can jump real high, like Monk, Eagle Totem Barbarian, Beast Barbadian, Fighter Psi-Knight or just anyone under Jump spell, because that 1d6 turns to 2d6 or even 3d6.
There's some pretty cool flavour things you can do with them, like attempt to jump across a gap and, if you fail, port safely back to where you started.
You can also move into a crowded melee situation to attack, then port back outside of that without triggering opportunity attacks, tackle a bad guy off a roof and then port back to the roof - there are a lot of situational things that can be done.
Also, don't forget that the bonus action to port can happen at any point in the turn. I can see some amusement in sticking these on a minotaur character. 😊
Another potential use for it is with the Booming Blade cantrip, since the trouble with it against melee enemies is getting away from them to actually activate the extra movement-based damage. Run in, Booming Blade, bonus action teleport. Pretty much any hit and run tactic works because you can still move if you have movement after you teleport.
As mentioned previously, though, the real power is in the fact that you can teleport vertically. You can grapple a character, drag them off a cliff or any other such damaging height, and teleport back up to safety.
My veiw on artificer infusions is that they have something for everyone, at no point should a player be able to have a bad infusion and so yea on the artificer the boots arent the greatest but look at a monk or rogue without the mobile feat, they can run in poof out and run off without sacrificing an action
How many times can a person use this once it is cast? Is it a one-time use or an infinite use?
It's not a spell, so there's nothing to cast. It's a magic item that you activate as a bonus action. You can use it as many times as you want, but generally only once per turn and only on your own turn (since you need to use a bonus action to do it).
So .. a rogue fighting two guys on the battlements of some castle could grapple on guy, step off the battlements (for effects, the fall is several hundred feet into a raging river, somewhere in the Carpathians), teleport back, do it again with the other guy - and teleport back again. Listening to the sweet song of their panicked cries fading into the roar of the river below.
Or does this not work? I'm mostly concerned about the comedy, I don't remember if there are special considerations for rogues having two bonus actions.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
So .. a rogue fighting two guys on the battlements of some castle could grapple on guy, step off the battlements (for effects, the fall is several hundred feet into a raging river, somewhere in the Carpathians), teleport back, do it again with the other guy - and teleport back again. Listening to the sweet song of their panicked cries fading into the roar of the river below.
Or does this not work? I'm mostly concerned about the comedy, I don't remember if there are special considerations for rogues having two bonus actions.
You couldn’t do that on the same turn, because you can’t take two bonus actions on the same turn. Rogues do not have any special ability to take multiple bonus actions on the same turn.
You couldn’t do that on the same turn, because you can’t take two bonus actions on the same turn. Rogues do not have any special ability to take multiple bonus actions on the same turn.
Eh - I was thinking of Cunning Action. But that's just for Hide or Dash or Disengage. The idea is still fun, and not invalidated by only being available once per turn.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
You couldn’t do that on the same turn, because you can’t take two bonus actions on the same turn. Rogues do not have any special ability to take multiple bonus actions on the same turn.
Eh - I was thinking of Cunning Action. But that's just for Hide or Dash or Disengage. The idea is still fun, and not invalidated by only being available once per turn.
I agree, it's still an interesting idea and it's one of those things that encourage a player to find creative ways to use them, which I always appreciate.
(Just for the record, Cunning Action also does not allow you to take multiple bonus actions per turn; it just lets you do certain things as a bonus action that you would normally have to use a full action to do.)
Or does this not work? I'm mostly concerned about the comedy, I don't remember if there are special considerations for rogues having two bonus actions.
It works if you take two rounds to do it. One action to grapple, no action to move/drop, bonus action to teleport, one person off the wall. Next round, repeat. If you have extra attacks, you can grapple one, grapple the other, move, teleport back.
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The description of this item says:
Second part is tricky here: The creature must have occupied that space at some point during the current turn.
As I understood you can't teleport to a space if you didn't walk on that space on the current turn.
If that's correct then it means:
So, is there anything left from these boots? :(
There's another use for those boots I found: grapple a target, jump as high as you can (you need 10+ feet, so you need to have jump spell or some class-specific feartures), piledive your target to the ground dealing fall dmage and landing it prone, but then you can just teleport safely to the ground without suffering any fall damage yourself.
If you're planning on using Boots of the Winding Path as an infusion I highly recommend asking your DM to reinterpret The creature must have occupied that space at some point during the current turn as The creature must have occupied that space at some point within the last 6 seconds. You could also say the "current round" but that would put you in back in the exact same situation if you happened to roll the highest initiative.
Then you could at least teleport at the beginning of your turn before your move to disengage/escape a grapple. You're still limited to at most a 15 foot teleport, it still has to be a place you've already been, and it still has to be an unoccupied space you can see. But at least it would allow you to escape a grapple or disengage before you move on your turn.
You still wouldn't be able to teleport forward if running away from danger.*
You still can't jump to the other side of a broken bridge.**
*Though you could still teleport behind danger if the danger is right next to you and less than 15 feet across.
**Though you could still teleport yourself back onto the near side of a broken bridge that you fell off of.
So, do you want me to spend action (grapple), movement (jumping up) and bonus action (activate boots) to deal 1d6 damage? 🤔
1. In general, enemies enter your reach on their turn so most of the time I won't be able to avoid OA
2. If you are grappled your speed is 0 so you can't move around
3. --
4. Bridge was just a single case, I meant paths which have falling space and you want to get on another side.
1. Enemies come close to you and stay in your reach. Then your turn starts and you either should stay there or take oa or spend your action for disengage. You can't use boots for this case and that's the point. If I could use them normally, I would teleport 15 feet away, then use movement and that's 45 ft total and I would still have action to cast a spell. Then enemies wouldn't be able to come close without wasting action and it would be a great strategy against melee enemies (which have less than 45ft of movement).
2. You are messing a turn and a round with each other:
"When everyone involved in the combat has had a turn, the round ends." (Combat rules)
It means each creature has own turn and when everyone takes their own turn that's one round.
4. I'm just saying going back is much more useless then going forward
What I'm actually trying to understand is that if I should keep these boots or take another infusion. For example I could make a cloak of elvenkind :/
1d6 damage and knock the target prone. Also it spends one attack, not one action, so if you have multiple attacks you and your melee teammates can than kick the shit out of the prone target with advantage. Or grapple it the second time so it cannot get up and stuck with disadvantage on all of its attacks.
This a straight upgrade over shove action that also knocks target prone at the cost of one attack but does not deal damage.
This is way better with classes that can jump real high, like Monk, Eagle Totem Barbarian, Beast Barbadian, Fighter Psi-Knight or just anyone under Jump spell, because that 1d6 turns to 2d6 or even 3d6.
There's some pretty cool flavour things you can do with them, like attempt to jump across a gap and, if you fail, port safely back to where you started.
You can also move into a crowded melee situation to attack, then port back outside of that without triggering opportunity attacks, tackle a bad guy off a roof and then port back to the roof - there are a lot of situational things that can be done.
Also, don't forget that the bonus action to port can happen at any point in the turn. I can see some amusement in sticking these on a minotaur character. 😊
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These become fun for classes with the mobile feet and high natural movemnet speeds like monks and barbarians.
I think that’s on a monk, this is great, you move up, punch teleport and run a bit further
Another potential use for it is with the Booming Blade cantrip, since the trouble with it against melee enemies is getting away from them to actually activate the extra movement-based damage. Run in, Booming Blade, bonus action teleport. Pretty much any hit and run tactic works because you can still move if you have movement after you teleport.
As mentioned previously, though, the real power is in the fact that you can teleport vertically. You can grapple a character, drag them off a cliff or any other such damaging height, and teleport back up to safety.
My veiw on artificer infusions is that they have something for everyone, at no point should a player be able to have a bad infusion and so yea on the artificer the boots arent the greatest but look at a monk or rogue without the mobile feat, they can run in poof out and run off without sacrificing an action
Unless the dm changes it
How many times can a person use this once it is cast? Is it a one-time use or an infinite use?
It's not a spell, so there's nothing to cast. It's a magic item that you activate as a bonus action. You can use it as many times as you want, but generally only once per turn and only on your own turn (since you need to use a bonus action to do it).
pronouns: he/she/they
So .. a rogue fighting two guys on the battlements of some castle could grapple on guy, step off the battlements (for effects, the fall is several hundred feet into a raging river, somewhere in the Carpathians), teleport back, do it again with the other guy - and teleport back again. Listening to the sweet song of their panicked cries fading into the roar of the river below.
Or does this not work? I'm mostly concerned about the comedy, I don't remember if there are special considerations for rogues having two bonus actions.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
You couldn’t do that on the same turn, because you can’t take two bonus actions on the same turn. Rogues do not have any special ability to take multiple bonus actions on the same turn.
pronouns: he/she/they
Eh - I was thinking of Cunning Action. But that's just for Hide or Dash or Disengage. The idea is still fun, and not invalidated by only being available once per turn.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
I agree, it's still an interesting idea and it's one of those things that encourage a player to find creative ways to use them, which I always appreciate.
(Just for the record, Cunning Action also does not allow you to take multiple bonus actions per turn; it just lets you do certain things as a bonus action that you would normally have to use a full action to do.)
pronouns: he/she/they
It works if you take two rounds to do it. One action to grapple, no action to move/drop, bonus action to teleport, one person off the wall. Next round, repeat. If you have extra attacks, you can grapple one, grapple the other, move, teleport back.