You have studied cobbling and can use your talents to improve upon a pair of boots or shoes. You gain the following benefits:
- Your Constitution or Strength score increases by 1, to a maximum of 20.
- You gain proficiency with the Cobbler’s Tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
- As an action, you can listen to footsteps. You know the general weight if the person, as well as the quality and type of footwear they are wearing. If you have heard the person walking before, you can identify whose footsteps it is.
Lastly, during a long rest, you can craft and apply a sole to improve on the quality of a boot or shoe, provided you have suitable components, Cobbler’s Tools, and a non-equipped boot or shoe to apply the newly crafted sole to.
If you choose to do so you must select a sole that you will attempt to create then roll a d20 + your Cobbler’s Tools bonus. You must make this roll three times. On a success the sole is successfully created and is immediately applied to the boot or shoe with each subsequent success increases the soles effectiveness. This sole retains potency for 24 hours. Soles that you are able to create are listed below:
DC 9 – Spring Soles
The wearer of this sole has its long jump increased by 3 feet and its high jump increased by 1 foot. As a bonus action the wearer can take the Dash action, but the entirety of the dash must be a single jump.
On each subsequent Success: Both the long jump and the high jump are increased by 1.
DC 13 – Water Soles
The wearer of this sole gains a swimming speed of 20 feet. You can use your bonus action to Dash, but only while swimming.
On each subsequent Success: The swimming speed is increased by 10 feet.
DC 15 – Spiked Sole
The wearer of this soul gains a +1 Bonus to Strength (Athletics) checks to climb, and climbing no longer requires additional movement while descending. As well, the wearer of this sole can use a bonus action to perform a kicking attack. This attack roll uses the creature’s Strength modifier + proficiency bonus and deals 1d4 + it’s Strength modifier in piercing damage on a hit.
On each subsequent Success: The bonus provided to Strength (Athletics) for climbing is increased by 1.
DC 17 – Iron Sole
The wearer of this sole reduces all distances they are forcefully moved by 5 feet. As well, the wearer of this sole can use a bonus action to stomp on a non-magical object within 5 feet of itself. The wearer must succeed a DC 15 Strength (Athletics) check, breaking the object on a success.
On each subsequent Success: The distance moved in reduced by an additional 5 feet.
DC 19 – Padded Sole
The wearer of this plate gains a +1 bonus on Dexterity (Stealth) rolls, and does not trigger pressure plates. As a bonus action, the wearer can reduce all fall damage taken until the end of their turn by 20 points.
On each subsequent Success: The bonus provided to Dexterity (Stealth) is increased by 1.
DC 22 – Float Sole
The wearer of this plate can walk on top of water, lava, or other liquids, but will fall in if they end their turn on the liquid’s surface. In addition, the wear can choose to move 10 feet in a straight line as a bonus action if they moved 20 feet or more in a straight line in the same direction right before taking this bonus action. This movement must be completed, and only ends early if the creature hits a solid surface. A creature who moves over a cliff or other drop with this bonus action will not fall until the bonus actions movement ends.
On each subsequent Success: The distance moved from the bonus action is increased by 10 feet.
DC 25 – Razor Sole
A creature wearing a pair of boots or shoes with this sole attached ignores all non-magical difficult terrain. As a bonus action the wearer can remove non-magical difficult terrain in a 5 foot radius around yourself.
On each subsequent Success: The difficult terrain is removed in an additional 5 foot radius.