The Timbs

Wondrous item, artifact (requires attunement)

A few adventurers across the multiverse have entered their careers in pursuit of fashion and fame. Adventurers acquire materials and treasures that no normal peasant or noble can even imagine. One of said adventurers decided to kill Taurus, a god of bovines, for this very purpose. They succeeded. What became of his divine hide was left to the best leatherworker in the multiverse and this resulted in the most powerful and fashionable pair of boots in all of its history.

These heavenly accessories gained their name from Taurus' former plane, the Holy Timberlands. Since then, those who know of the boots have shortened their name to "The Timbs." Very few mortals have actually seen The Timbs, but they actually take many forms, all of which resemble the most expensive and quality leather boots one can find in the largest settlements in the multiverse.

To attune to The Timbs, you must succeed on a DC 15 Charisma saving throw. If you fail this roll, you become an NPC under the DM's control with the sole intent of showing The Timbs to as many important people as possible as well as protecting The Timbs at all costs. If you succeed, you attune to The Timbs normally.

Random Properties. The Timbs have the following random properties:

3 minor beneficial properties

2 major beneficial properties

1 minor detrimental property

Shoe Styles. To switch between these form reliably, you must spend 30 seconds taking off and putting back on The Timbs. However, you may attempt to change them quickly in a single round by making a DC 18 Dexterity (Sleight of Hand) check. This means that you cannot move, take a bonus action, or take a reaction in the turn you attempt this check. You can only attempt this check once in between long rests and a failure results in nothing happening. You gain the benefits of any one Shoe Style at a time.

Sneakers. Your walking speed increases by 20 feet and you ignore difficult terrain. In addition, your speed cannot be reduced by any means.

Your walking speed increases by 20 feet and you ignore difficult terrain. In addition, your speed cannot be reduced by any means. Hiking Boots. You gain a climbing speed equal to your walking speed or it is increased by 20 feet if you already have a climbing speed. In addition, you have advantage on Strength (Athletics) checks made to climb and you are under the effect of the feather fall spell at all times.

You gain a climbing speed equal to your walking speed or it is increased by 20 feet if you already have a climbing speed. In addition, you have advantage on Strength (Athletics) checks made to climb and you are under the effect of the feather fall spell at all times. Water Shoes. You gain a swimming speed equal to your walking speed or it is increased by 20 feet if you already have a swimming speed and you can breath underwater.

You gain a swimming speed equal to your walking speed or it is increased by 20 feet if you already have a swimming speed and you can breath underwater. Cleats. You cannot be knocked prone or moved unwillingly while standing on any surface. In addition, you can make any unarmed strikes you make with your feet deal piercing damage.

You cannot be knocked prone or moved unwillingly while standing on any surface. In addition, you can make any unarmed strikes you make with your feet deal piercing damage. Dress Boots. You gain advantage on Charisma saving throws and any Charisma checks you make. In addition, any creature that is forced to make a saving throw against an enchantment spell you cast has disadvantage on the roll. You can also cast the charm person spell at 5th level using 2 charges.

You gain advantage on Charisma saving throws and any Charisma checks you make. In addition, any creature that is forced to make a saving throw against an enchantment spell you cast has disadvantage on the roll. You can also cast the charm person spell at 5th level using 2 charges. Winged Boots. You gain a flying speed equal to your walking speed (hover) or it is increased by 20 feet if you already have a flying speed. (If your pre-existing flying speed does not have hover, then you do not gain hover from this feature).

You gain a flying speed equal to your walking speed (hover) or it is increased by 20 feet if you already have a flying speed. (If your pre-existing flying speed does not have hover, then you do not gain hover from this feature). Hunting Boots. Your steps make no sound and you do not leave any tracks. In addition, you have advantage on Dexterity (Stealth) Checks and Wisdom (Perception) checks made to see you have disadvantage.

Your steps make no sound and you do not leave any tracks. In addition, you have advantage on Dexterity (Stealth) Checks and Wisdom (Perception) checks made to see you have disadvantage. Work Boots. Any creature that you make an unarmed attack with your feet against must succeed on a DC 18 Constitution saving throw or be stunned until the end of your next turn and you have resistance to bludgeoning damage. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Some of the following features can be used by expending charges. The Timbs hold a maximum of 5 charges and regain all of them when you complete a long rest. Any features that force a creature to make a saving throw have a save DC of 18.

Blessings of Taurus. When you are wearing The Timbs, you gain +1 bonus to armor class, your walking speed increases by 10 feet, and you have resistance to piercing and fire damage regardless of their Shoe Style. In addition, you can roll a d6 in place of the normal damage of your unarmed strikes using your feet. Unarmed strikes using your feet also deal an additional 1d8 radiant damage and have a +3 bonus to your attack and damage rolls. You can also expend 1 to 3 charges from The Timbs when you hit a creature with an unarmed strike, weapon attack, or damaging cantrip to deal an additional 2d8 radiant damage per charge expended.

Divine Thorns. When a creature damages you from within 60 feet of you, you can expend 1 charge to use your reaction to force that creature to make a Dexterity saving throw. It takes 1d10 + half the damage dealt to you in radiant damage and is blineded until the end of your next turn on a failed save, or half as much damage and is not blinded on a successful save.

Holy Frostwalker. While you are wearing The Timbs, you can expend 1 charge as an action to gain this benefit for 1 hour. When you walk on any liquid or harmful surface, a film of holy frost spreads in a 20 foot radius around you. This frost lasts anywhere you walked until the end of your next turn.

Spells. While you are wearing The Timbs, you can cast the following spells as an action by expending 1 or more charges.