Jackalopers
Wondrous item, uncommon
Inspired by the graceful, bounding jackalope, these boots confer the ability to lope gracefully across meadows, moors, and mountainsides. With a burst of extra power, an acrobatic user can leap out of the way of an incoming blow. Just make sure there’s enough room or you might bang your head.
These boots have 7 charges and regain 1d6 + 1 charges daily at dawn.
Loper. As a bonus action when you jump, you can tap the heels of the boots together, increasing the distance or height you can jump by 10 feet for that jump, though you can't jump farther than your remaining movement would allow.
Last Second Leap. As a reaction when you are the target of an attack by an attacker you can see, or when you make a Dexterity saving throw against an effect you can see, you can tap the heels of these boots together and expend 1 charge. You gain a bonus to your AC or saving throw equal to 1d6.
Immediately after the attack or saving throw is concluded, make a DC 13 Dexterity (Acrobatics) check. On a success, you move 10 feet in a straight line to an unoccupied space you can see. On a failure you fall prone in your space. If there is no unoccupied space 10 feet away from you, you automatically fail this check. This movement does not provoke attacks of opportunity.
Inspired by the graceful, bounding jackalope, these boots confer the ability to lope gracefully across meadows, moors, and mountainsides. With a burst of extra power, an acrobatic user can leap out of the way of an incoming blow. Just make sure there’s enough room or you might bang your head.
These boots have 7 charges and regain 1d6 + 1 charges daily at dawn.
Loper. As a bonus action when you jump, you can tap the heels of the boots together, increasing the distance or height you can jump by 10 feet for that jump, though you can't jump farther than your remaining movement would allow.
Last Second Leap. As a reaction when you are the target of an attack by an attacker you can see, or when you make a Dexterity saving throw against an effect you can see, you can tap the heels of these boots together and expend 1 charge. You gain a bonus to your AC or saving throw equal to 1d6.
Immediately after the attack or saving throw is concluded, make a DC 13 Dexterity (Acrobatics) check. On a success, you move 10 feet in a straight line to an unoccupied space you can see. On a failure you fall prone in your space. If there is no unoccupied space 10 feet away from you, you automatically fail this check. This movement does not provoke attacks of opportunity.
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