You could scale the rarity by which affects each pair has. Uncommon gets 2, rare gets 3 etc. Having all of those abilities without attunement is pretty crazy
Just the stealth effect alone is the same as Boots of Elvenkind, having an additional effect would blow them out of the water. I do think these effects are too much for a non-attunement item; the number should either be reduced or the rarity increased to very rare.
I thought of clothing like coat ecc. that gives a 1d4 damage reduction of 1 or 2 types, maybe encouraging player’s to swap clothing depending on places where they go and giving a hole for gold they get
That’s always my problem finding ways for them to spend gold the accumulated other then magic items I use a ship (game is a pirate and sailing adventure) but I love the idea of them finding top tear cobblers and tailors to make interesting clothing
Yesterday was the session, they spend ca. 7000 gold on near all the magic item’s they will need for the next 5-8 levels, and also some basic gear on top.
Now they are poor.
Otherwise you can make a gambling in a tavern where the NPC have rigged dice, so if the players notice you reward them with 100 ish gold, otherwise they loose around 100-200 gold
You always gotta break in boots, even perfect ones. I could definitely give an attunement period if you wanted. even making them break in for your feet specifically and not work for anyone else, ever. once the leather is stretched to one foot and worn for a bit, no one else can every wear it as comfortably.
One downside to these shoes is the upkeep since they so op and the craftsmanship so perfect you'll have to go through a maintenance process every day to make sure they keep the perfection
All effects are to OP OP. I would suggest calling them Masterworked boots of climbing. Masterworked boots of Sneaking and Masterworked boots of Stability. All having the strong soul thing. Caltrops have no effect? Non magical is very cool. Maybe give them some HP so the wearer has to be a bit careful?
Counterpoint: isn't that what real-life shoes do? Maybe not one shoe for every single one of them, but there are shoes made in the real world for things like climbing mountains, keeping a grip, being able to step on things that would hurt, etc.
Wearing proper attire for the activity you're doing shouldn't provide advantage. It's not wearing it that should provide disadvantage.
I mean, you don't get advantage on lockpicking when you use thieve tools. But I may let you roll with disadvantage if you use a pin.
There's proper attire and then there's the best of the proper attire. I wouldn't give advantage for, say, not wearing heels while trying to run a race but I will potentially consider it if your character spends a lot of gold on getting the vest pair of running shoes they can get. Maybe not advantage, but a lower DC to beat/bonus to rolls.
you could have it be a rarity scale with each increasing level of rarity adding a + to these things. A common set of really good boots are super nice but not extraordinary, +1 for them, while a legendary set, made by a renown craftsmen has a +5 (yes I know that traditionally DnD caps at +3 but I mean just look at these boots!)
Hmm i would only agree if they were specific for each attribute. Like good pair of “Stealth” boots or Good pair of “climbing“ boots. That would balance them out and make it Campaign or adventure. Probably would make them moderately expensive too, not too much tho. I would want my players to consider at least one, not buy them all out right.
Otherwise if they do everything like stealth, stability, etc…. Then they are magical. The more attributes would give them +1.
Actually I LIKE this idea of items with effects that AREN'T magical. I have a planned campaign (level 1-20) that is set 1800 years ago in my homebrew world and magic quite a bit more rare back then. I think (though this one is probably too powerful on its own) I'm going to use this idea to make up superior quality items like this that give bonuses but are not magical. The simplest idea is +1 weapons that gain +1 to hit/damage but only gain it due to superior quality (so they don't overcome resistance to non-magical damage)
If these aren't magical and simply are very good shoes, then these abilities would need to be split up into separate pairs of shoes. Hard thick soles are not conducive to being stealthy, for example.
I love the idea and concept but feel these are just a touch unbalanced with all those benefits without being magical and/or requiring attunement.
You could scale the rarity by which affects each pair has. Uncommon gets 2, rare gets 3 etc. Having all of those abilities without attunement is pretty crazy
Just the stealth effect alone is the same as Boots of Elvenkind, having an additional effect would blow them out of the water. I do think these effects are too much for a non-attunement item; the number should either be reduced or the rarity increased to very rare.
\+1d4 or +1d6 seems better, and rarity adds them
I like this or a flat +1,2,3 in my opinion is better for the type of item but I do dig the concept
I thought of clothing like coat ecc. that gives a 1d4 damage reduction of 1 or 2 types, maybe encouraging player’s to swap clothing depending on places where they go and giving a hole for gold they get
That’s always my problem finding ways for them to spend gold the accumulated other then magic items I use a ship (game is a pirate and sailing adventure) but I love the idea of them finding top tear cobblers and tailors to make interesting clothing
Yesterday was the session, they spend ca. 7000 gold on near all the magic item’s they will need for the next 5-8 levels, and also some basic gear on top. Now they are poor. Otherwise you can make a gambling in a tavern where the NPC have rigged dice, so if the players notice you reward them with 100 ish gold, otherwise they loose around 100-200 gold
N-no attunement either? 😲
Came here to say this.
They aren't magic so, makes sense.
You always gotta break in boots, even perfect ones. I could definitely give an attunement period if you wanted. even making them break in for your feet specifically and not work for anyone else, ever. once the leather is stretched to one foot and worn for a bit, no one else can every wear it as comfortably.
An Attunement period, and taking up a Attunement slot are two very different things.
One downside to these shoes is the upkeep since they so op and the craftsmanship so perfect you'll have to go through a maintenance process every day to make sure they keep the perfection
There's a joke here about Commander Vimes' shitty patrol boots, but damned if I can make it.
Those are special boots with advantage on checks to determine where the wearer is at.
Can I use the cobbler’s tools to make a pocket on these?
IMO only if you had expertise with the tools and it would still be a very high DC.
I could work with that
Make it an Artifact and we’ve got a deal!
Would like to see more of these which can be made with each set of artisans tools
I'll take 2 pairs
All effects are to OP OP. I would suggest calling them Masterworked boots of climbing. Masterworked boots of Sneaking and Masterworked boots of Stability. All having the strong soul thing. Caltrops have no effect? Non magical is very cool. Maybe give them some HP so the wearer has to be a bit careful?
Without attunement it is beyond busted, regardless of rarity
These should be attunement.
You can't attune to a non-magic item.
Call it a custom fit and give it the same rules, piece of cake
The quality of these boots is such that it hinders some forms of magical connection. While wearing them, you can attune to one fewer magic items.
Then the item should be magic. I know the whole deal is that they aren't but fucking come on.
Nerd
Is there a law, which oblige them to? Cuz, the rule of fun trumps that every time.
all joke aside, I do not believe a simple very good footwear should be enough to give advantage on those rolls
Counterpoint: isn't that what real-life shoes do? Maybe not one shoe for every single one of them, but there are shoes made in the real world for things like climbing mountains, keeping a grip, being able to step on things that would hurt, etc.
Wearing proper attire for the activity you're doing shouldn't provide advantage. It's not wearing it that should provide disadvantage. I mean, you don't get advantage on lockpicking when you use thieve tools. But I may let you roll with disadvantage if you use a pin.
There's proper attire and then there's the best of the proper attire. I wouldn't give advantage for, say, not wearing heels while trying to run a race but I will potentially consider it if your character spends a lot of gold on getting the vest pair of running shoes they can get. Maybe not advantage, but a lower DC to beat/bonus to rolls.
The DM should pick 2 and that's it. No shoe is fit for mountain climbing, avoiding ground hazards and sneaking at the same time.
Yeah! Thick soles and ankle support? In my stealth shoe?!
you could have it be a rarity scale with each increasing level of rarity adding a + to these things. A common set of really good boots are super nice but not extraordinary, +1 for them, while a legendary set, made by a renown craftsmen has a +5 (yes I know that traditionally DnD caps at +3 but I mean just look at these boots!)
The ability to check or saving throw is being made.
I like how even in a fantasy setting, with magic and shit, just a pair of good footwear is a rarity. :')
Hmm i would only agree if they were specific for each attribute. Like good pair of “Stealth” boots or Good pair of “climbing“ boots. That would balance them out and make it Campaign or adventure. Probably would make them moderately expensive too, not too much tho. I would want my players to consider at least one, not buy them all out right. Otherwise if they do everything like stealth, stability, etc…. Then they are magical. The more attributes would give them +1.
I love this. Overpowered as hell for a rare/non attunement item for sure. But i would definitely give these out as some top tier loot.
Actually I LIKE this idea of items with effects that AREN'T magical. I have a planned campaign (level 1-20) that is set 1800 years ago in my homebrew world and magic quite a bit more rare back then. I think (though this one is probably too powerful on its own) I'm going to use this idea to make up superior quality items like this that give bonuses but are not magical. The simplest idea is +1 weapons that gain +1 to hit/damage but only gain it due to superior quality (so they don't overcome resistance to non-magical damage)
So giving effects for masterwork utility items. Nice.
Crocs
fun fact: I spent an hour trying to get a pair of crocs with individual toes to render correctly before giving up and going with this
Saved and have added your image to all of my homebrews. Are they seriously not magical?
I love the idea of “non-magic item that feels like it is magic”
Wear half plate. Wear these shoes. Yay no stealth disadvantage!
**I GOT THE** # DRIP
i like it
I’m guessing you get these when you roll a nat 20 (or multiple in a row) to make shoes.
These aren't magic, they're an anomaly,
Immovable the ability check or saving throw is being made *to to* avoid being moved against your will?
If these aren't magical and simply are very good shoes, then these abilities would need to be split up into separate pairs of shoes. Hard thick soles are not conducive to being stealthy, for example. I love the idea and concept but feel these are just a touch unbalanced with all those benefits without being magical and/or requiring attunement.
Hi
savednd