We’re back with our 8th installment of magic items, and we’re dressed to impress with new boots, a new cloak, and a new belt! Whether its blazing a trail, reflecting a spell, or charging an enemy, we’ve got something for everyone!
Boots of Flamestride (requires attunement)
The wearer of these boots has the ability to walk on lava and magma as though they were solid surfaces and can also walk through fire, magical and non-magical, without injury.
If the wearer is attuned, they can activate the boots as an action, which causes them to leave a trail of fire in their wake wherever they move during this turn, up to 60 feet in length. This functions identically to the spell wall of fire cast at 4th level in that the wearer chooses a side for the fire to affect, except that it lasts for a full minute and the wearer is not required to make concentration checks. This ability cannot be used again until the wearer takes a long rest.
These metal plated boots are followed by wisps of smoke wherever they go, and are always warm to the touch, leaving burn marks on wooden floors.
Cloak of Spell Redirection (requires attunement) Whenever a ranged spell attack misses someone wearing this cloak, they can as a reaction capture it in the cloak and immediately shoot it back toward to original source, using their Dexterity modifier on the new attack roll. Alternatively, they can capture it as a reaction and release it as an action on their next turn in any direction they choose, also using their Dexterity modifier on a new attack roll. If they don’t release it the magic fizzles out.
This flowing cloak has a slight metallic sheen to it and some extra flaps that make grabbing onto it easier. The inside of it appears to be shifting shades of gray the alternate between nearly black and white.
Belt of the Minotaur (requires attunement) If the wearer moves at least 10 feet straight toward the target and hits them with a melee weapon attack on the same turn, they can decide to make the target succeed a Strength saving throw (DC equal to 10 + wearer’s Strength modifier) or be pushed up to 10 feet away. Additionally, when the target fails the save, the wearer may choose to inflict an additional 2d8 weapon damage and knock the target prone in addition to pushing them. This additional ability cannot be activated again until the wearer takes a short or long rest.
This belt is made of rough hide and features the face of a minotaur on the buckle, complete with small metal horns protruding from the buckle. The buckle appears tarnished and dirty even when cleaned and treated.
This go around I didn’t want to make anything game breaking (which I’m sure you’ll let me know if I did!) but rather I wanted to simply add to a player’s arsenal. Starting with the Boots of Flamestride, I always like giving spells to non-spellcasters in nontraditional means, and I think this fits that notion squarely. It has the potential to reach the same power as a wall of fire spell that is 60 feet long, but to do so requires the right class and abilities, such as a rogue using their cunning action to dash after activating the boots. Even in such cases, it is then limited to where the wearer feels safe running, especially when disengaging is not an option, and it can’t be used to contain enemies afar without the use of further magic from the party or wearer.
The Cloak of Spell Redirection is a bit of a mixed bag for me. I really like the idea of it, and I didn’t foresee making it limited use a good idea since it’s the magical equivalent of a similar monk ability. Rather than reducing damage like the monk ability however, this relies on magical attacks missing the wearer, making it a good item for spellcasters or others who like to stay back but my draw the ire of enemy spellcasters. Hitting it back at the same enemy may also be lackluster if they have an immunity to that damage, and allowing the wearer to hold onto it and release it as an action on their turn is a nice twist on the original idea in my opinion. It adds a second option, and if you wanted it to be, it could be vital in an encounter with two types of enemies, such at redirecting cold damage towards a fire enemy. Not sure where I’ve seen that before…
Last but not least, we have the Belt of the Minotaur, which is a pared down version of the built in Minotaur mechanic. I originally had the idea of just pushing back the enemy with the belt, but since last month’s Unearthed Arcana I’ve had minotaur on the mind and I added in the once per rest functionality to, again, create a little more dynamic decision making with the item. DMs who fear abuse from the item might consider adding it a point about not allowing it to function against enemies that the player starts their turn against, lest them back up 10 feet and move back in to gain the benefit of the push back.
Let us know what you think of these items, and how you would improve them or change them to fit into your campaign! Be sure to join in the discussion over on our Discord channel where we talk tabletop!
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