Draconic Power at Your Feet

These red-scaled heavy boots have an intricate wing pattern designed on the ankles. They are surprisingly lightweight and keep your feet warm even in the coldest climates.

Dragon Glide: Bonus Action. The wings on the boots open and let you glide. You gain a flying speed of 15ft until the end of your turn. You must end your turn touching the ground.

Fire Step: Action. Fire columns erupt from the ground as you step on it. When you take this action you can move through the space of other creatures. When you end your movement, fire columns, 10ft high, erupt from the ground you touched with the booths and they last until the end of your next turn. Creatures that start their turn in the columns or move into them must DEX15 or take 4d6 fire damage, half on a success. 

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For all your Critting Needs

A weapon of refined, blackened steel. When agitated it starts to vibrate, building up unstoppable tension that must be released in a dangerous impact.

Improving Critical: After you roll Initiative, at the start of your turn,  the Critical Range of this weapon improves by 1. This makes so on the first round of combat your attacks with this weapon crit on a natural 19 or 20; on the second round on a natural 18, 19 or 20 and so on.

When you exit combat or deal a critical hit with the Fatal Steel Greataxe, its Critical Range resets to 0 (you crit on a 20).

Momentum Strike: Bonus Action. After you hit a creature with a non-critical attack with the Fatal Steel Greataxe, you can add 1d6 to the damage for each point of Critical Range the weapon has accumulated. After the attack the Critical Range resets to 0.

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