Boots
Bonus: +1 Constitution (max 18)
While the wearer is standing on coals, hot metal, or burning ground, they take no damage from heat alone and the pattens do not char. Permanent. Heavy boots with thick wooden pattens nailed beneath the soles, scorched pale underneath and blackened at the toe.
Boots
Bonus: +1 AC
Reinforced boots that find the beat of combat before the wearer consciously moves.
Boots
Bonus: +1 AC
Slim boots with split soles that let the wearer pivot sharply away from heavy strikes.
Boots
Allow walking on air and water without limitation. Each charge allows walking on lava or void, or stepping between realities to avoid one attack, for one round. 1d3 charges Boots that leave footprints in multiple dimensions simultaneously.
Boots
Footsteps make no sound on any surface. +2 to checks involving moving silently. Permanent. Leather boots with impossibly quiet soles that absorb sound of any material you walk on. Anything carried can still make a sound.
Boots
Bonus: +4 AC
Each charge teleports the wearer 15 feet after an enemy misses them. 1d3 charges Soft blue boots with soles that briefly vanish whenever the wearer steps quickly.
Boots
Bonus: +2 Quick saves
Each charge lets the wearer avoid the damage from one area effect if there is room to leap clear. 1d3 charges Grey boots lined with soft white fur, always warm and springy underfoot.
Boots
Bonus: +3 AC
Each charge lets the wearer shift 10 feet immediately after being targeted by an attack. 1d3 charges Soft black boots with soles that never seem to touch the ground at exactly the same time as the wearer.
Boots
Bonus: +2 Tough saves and immunity to caltrops and floor traps targeting the feet
Each charge makes the wearer's steps shake the ground, forcing all enemies within 10 feet to Quick save or stumble (lose 1 action). The plates dull when depleted. 1d3 charges Heavy boots reinforced with iron plates that ring with each step on stone.