I saw a prompt on reddit someone came up with in a thread about Fey magic items. I loved it, but think I need help balancing it as I'm new to homebrewing in general.
Quickling Shoes
Rare, Wondrous item, (requires attunement)
To wield the power of the Quickling's speedy flight, you must walk in their shoes to understand their plight. These shoes were worn by a notorious Quickling bandit that obtained primal magic from the Feywild. The shoes retain its wearer's power.
As an Action you can slip on the Quickling shoes, and the for the next hour or until you remove the shoes, you are under the following affects:
- Your walking speed is doubled.
- Attacks of opportunity on you are at disadvantage.
- You have disadvantage on perception checks, as you are not used to this level of speed and you find it harder to focus on just one thing.
- You are also unable to stop for any more than one round. Each of your turns must use at least 5 feet of movement, or the magic ends. Quicklings are always on the move and hate staying put.
- Your size is reduced by one.
After the hour, or if you use action to take off the boots, the boots forcefully remove themselves from your feet and kick you harmlessly, and are unusable until 3 dawns pass.
*Powered up version after a point in the campaign, the following changes are applied:
- Perception checks are made with a D4 penalty rather than Disadvantage.
- You can Disengage as a bonus action.
- You gain a charging ability similar to the Charger feat or the ability of certain monsters.
I mostly need help with the recharge feature. I know this is a basically a boots of speed. But I don't want the players to rely on this too much. The main idea is that they have to get used to living as a Quickling does when using these. So using them every day would prove taxing. I'd decrease this recharge time when it is powered up.
I thought about tripling the speed, but that might be a bit too much. Would it be fine to make the speed just say 70 ft? Just a bit over double for most?
And about tacking on a charging attack for the powered up version. What all do you think would be appropriate for that? I know several monsters have this ability, but I don't know if its all the same.
Any help is appreciated.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I saw a prompt on reddit someone came up with in a thread about Fey magic items. I loved it, but think I need help balancing it as I'm new to homebrewing in general.
Quickling Shoes
Rare, Wondrous item, (requires attunement)
To wield the power of the Quickling's speedy flight, you must walk in their shoes to understand their plight. These shoes were worn by a notorious Quickling bandit that obtained primal magic from the Feywild. The shoes retain its wearer's power.
As an Action you can slip on the Quickling shoes, and the for the next hour or until you remove the shoes, you are under the following affects:
- Your walking speed is doubled.
- Attacks of opportunity on you are at disadvantage.
- You have disadvantage on perception checks, as you are not used to this level of speed and you find it harder to focus on just one thing.
- You are also unable to stop for any more than one round. Each of your turns must use at least 5 feet of movement, or the magic ends. Quicklings are always on the move and hate staying put.
- Your size is reduced by one.
After the hour, or if you use action to take off the boots, the boots forcefully remove themselves from your feet and kick you harmlessly, and are unusable until 3 dawns pass.
*Powered up version after a point in the campaign, the following changes are applied:
- Perception checks are made with a D4 penalty rather than Disadvantage.
- You can Disengage as a bonus action.
- You gain a charging ability similar to the Charger feat or the ability of certain monsters.
I mostly need help with the recharge feature. I know this is a basically a boots of speed. But I don't want the players to rely on this too much. The main idea is that they have to get used to living as a Quickling does when using these. So using them every day would prove taxing. I'd decrease this recharge time when it is powered up.
I thought about tripling the speed, but that might be a bit too much. Would it be fine to make the speed just say 70 ft? Just a bit over double for most?
And about tacking on a charging attack for the powered up version. What all do you think would be appropriate for that? I know several monsters have this ability, but I don't know if its all the same.
Any help is appreciated.