These heavy boots resemble a pair of hooves. They constantly smolder with embers and radiate faint heat.
Surefooted Step. While wearing the boots, you ignore movement penalties caused by ice, snow, or other cold-based effects.
Misty Step (2/long rest, rechargeable). While attuned, you can cast Misty Step by expending 1 charge. The boots regain all charges after a long rest.
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Instead of spending Hit Dice to heal during a short rest, you may expend one of your Hit Dice to restore 1 charge to the boots.
Fiery Passage. When you use Misty Step through the boots, you vanish in a cloud of smoke and flame. A line of fire streaks between the point you disappeared from and the space you reappear in.
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Each creature in that line must make a Dexterity saving throw (DC = 12 + your proficiency bonus).
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On a failed save, a creature takes 1d8 + your proficiency bonus fire damage.
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On a successful save, it takes half damage.
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