"Never push a strange red button." - Inventor of the ejector seat
A pair of boots fitted with emergency rocket packs allowing you quick flights to safety (maybe). Unfortunately they did not come with instructions in terms of steering.
Bailout. As a reaction to being hit by an attack but before damage is rolled, you can put your heels together and blast off at the speed of light. Spin a pencil, or bottle, or roll an arrow die to determine which direction you will move in. Then roll a d6 to determine the range where a 1-2 on the die sends you 20 ft., 3-4 sends you 40 ft., and a 5-6 sends you 60 ft. You then instantly move the decided range in the decided direction to an unoccupied space, or an unoccupied space along your trajectory that is closest to the targeted space. This movement does not trigger opportunity attacks, and cancels any damage from the triggering attack.
Crashing. If your path is blocked by a solid object (like a wall), you take an amount of d8s equal to the number of spaces you have moved as bludgeoning damage before landing on the closest unoccupied space. You will fly above the heads of all creature that is medium or smaller, but if you collide with a creature that is large or bigger, that creature attempts a dexterity saving throw against a DC equal to (8 + the amount of spaces you have moved). On a successful save, that creature successfully avoids you and you continue flying, but on a failed save you collide and both take collision damage. If you suffer a crash, you and any creature that is large or smaller that you collide with, are knocked prone.
Recharging. Once used, these boots can not be used again until you have spent at least 10 minutes fixing them with 50 gp worth of spare parts.
While these boots does not require attunement, they can not be used if your are attuned to, or wearing, another pair of boots.
Previous Versions
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1/22/2023 9:05:20 PM
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5
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0
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1
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Coming Soon
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