Fire Boots
by on
Fire Boots
by on

Fire Boots

3 times per long rest, these boots may be activated
When activated, they leave a trail of flames in
each 5 foot square you step into for the remainder
of your turn. Anything that starts or ends its turn
in the flames takes 2D10 fire damage. Anything
that passes through the flames must make an
acrobatics saving throw DC14 to leap over the
flames or else take 2D6 damage and lose half its
movement for the round.
The boots protect the wearer from their effects.
FLAMEO HOTMAN

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