D&D homebrew Misread Magic Items Table Top

Misread Magic Items: Boots of Invitation

Boots of Levitation make you float around and look down upon all those non-floating fools...but what about Boots of Invitation?

I appreciate items like boots of levitation. They are boots. They let you levitate. It’s really that simple. As much levitate as you want. There is no limit to your levitation. Well, I guess you have to have the boots on you. You also have to have an action available. Beyond that though, as much levitating as you want. That’s awesome – if you are into that sort of thing. However, what if the boots didn’t let you float around like some sort of murderous cloud, but allowed you to attend cool parties and make friends of all persuasions? Well, then you would have boots of invitation. 

While normally I don’t need to have disclaimers for these sorts of blog posts, I do for this one. Friends is not a good cantrip, as written. It is thematic as hell, which matters a lot to me. It should be a cornerstone of a lot of social play, but it’s just not good in its current form. Instead, I recommend you use the text presented in this discussion of friends, written by the estimable Brandes Stoddard.

Boots of Invitation
Wondrous item, rare (requires attunement)
These boots are made of either blue or green supple leather, and tooled with designs of leaves and vines.

These boots possess three charges. While you wear these boots, you can use an action to
cast friends at will without expending a charge. (If you use the variant above, these boots either set the saving throw DC to 15, or allow you to use your spell DC, whichever is higher.)

While you wear these boots, you can use an action to expend a charge and cast suggestion. This spell uses your spellcasting ability for its DC or has it set to DC 15, whichever is higher.

Blue boots regain 1d4-1 charges whenever the boot rest in a saucer of milk with three drops of your blood for at least eight hours. The milk and blood are consumed by the boots, and the boots are neither made wet nor have their integrity impacted by this process.

Green boots regain 1d4-1 charges when they are placed in a loaf of bread no more than a day old for at least eight hours. The bread is consumed by the boots, and the boots do not have their integrity impacted by this process.

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