these are black leather boots with bright green thread. wearing these boots has the probability to prevent all fall damage.
roll a dexterity check upon landing.
on a roll of 1 you take full fall damage (but your hp's can not drop below 5) and you are prone and stunned for 1d4 rounds no matter the distance fallen.
on a combined roll of 2-10 you fall prone upon landing and have to use half your movement to get up, but take no fall damage no matter the distance fallen.
on a 10-19 you land standing taking no fall damage no matter the distance fallen, the distance fallen during the turn you reach the ground will determine how much of your turn remains.
on a roll of 20 you take no fall damage, you land standing and now have your full turn, no matter the distance fallen.
while falling you travel at your full speed (movement and action, and bonus action if you have the ability to use that as movement) during your turn. you can only take bonus actions during your falling turn's, unless that is given to movement. anyone trying to attack you during your falling turns have disadvantage because of your movement speed.
if you attempt to carry another character during your fall you will have to roll a str check. same rules will the apply to the held character save for the roll of 1. on a 1 the held character is dropped taking full fall damage.
Notes: Boots , Movement, Utility, Footwear
Comments