Boots of Magic
Pair of girthy old magical boots

Boots of Pouncing are soft leather boots have a collar made of albino death weasel fur. While you wear these boots, your walking speed becomes 40 feet, unless your walking speed is higher. Your speed is still reduced if you are encumbered or wearing heavy armor.

If you move at least 20 feet straight toward a creature and hit it with a melee weapon attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, you can make one melee weapon attack against it as a bonus action.

Tall, brown strap boots
Boots of Pouncing

Boots of Quaking are steel-toed boots, the earth itself shakes when you walk, causing harmless, but unsettling, tremors. If you move at least 15 feet in a single turn, all creatures within 10 feet of you at any point during your movement must make a DC 16 Strength saving throw or take 1d6 force damage and fall prone.

In addition, while wearing these boots, you can cast earthquake, requiring no concentration, by speaking a command word and jumping on a point on the ground. The spell is centered on that point. Once you cast earthquake in this way, you can’t do so again until the next dawn.

Short pair of brown gator boots
Boots of Quaking

Boots of Solid Footing are a thick, rubbery sole that covers the bottoms and sides of these stout leather boots. They are useful for maneuvering in cluttered alleyways, slick sewers, and the occasional patch of ice or gravel. While you wear these boots, you can use a bonus action to speak the command word. If you do, nonmagical difficult terrain doesn’t cost you extra movement when you walk across it wearing these boots. If you speak the command word again as a bonus action, you end the effect. When the boots’ property has been used for a total of 1 minute, the magic ceases to function until the next dawn.

Heavy straps with buckles boots
Boots of Solid Footing

Boots of the Grandmother wearer has proficiency in the Stealth skill if you don’t already have it, and you double your proficiency bonus on Dexterity (Stealth) checks. As an action, you can drip three drops of fresh blood onto the boots to ease your passage through the world. For 1d6 hours, you and your allies within 30 feet of you ignore difficult terrain. Once used, this property can’t be used again until the next dawn.

Black buckle boots
Boots of the Grandmother

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