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Helldusk Boots

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Helldusk Boots image

The Helldusk Boots are a very rare pair of Boots that allows the wearer to ignore Difficult Terrain, and to use a Reaction to succeed on a Saving Throw. It also grants the Hellcrawler bonus action.

No ore takes better to being forged than the infernal iron of Avernus, where the archdevil Zariel presides.

Properties

  • BootsBoots
  • Rarity: Very rare Rarity: Very rare
  • Weight: 2 kg (4 lb) Weight: 2 kg (4 lb)
  • Price: 450 gp Price: 450 gp
  • Ico stats.png
    UID MAG_Infernal_Metal_Boots
    https://bg3.norbyte.dev/search?q=name:MAG_Infernal_Metal_Boots
    UUID bc82f909-ade5-4ada-9b94-cec7ca1d4a68
    https://bg3.norbyte.dev/search?q=uuid:bc82f909-ade5-4ada-9b94-cec7ca1d4a68
    Stats MAG_Infernal_Metal_Boots
    https://bg3.norbyte.dev/search?q=name:MAG_Infernal_Metal_Boots+type:stat
    File ARM_Demon_A_Footwear

Special

The wearer of this item gains:

HellcrawlerHellcrawler (Bonus Action)
Teleport to an area and deal 2d8FireFire damage where you land. The impact blast spreads in a 3 m / 10 ft zone. (Recharge: Short rest Recharge: Short rest.)
Steadfast
You cannot be forcibly moved by a foe's spells or actions, and you ignore the effects of Difficult TerrainDifficult Terrain.
Infernal Evasion
When you fail a Saving ThrowSaving Throw, you may use your Reaction to succeed instead.

Where to find

Notes

  • Taking this item after Gortash'sGortash's coronation makes Gortash and all Steel Watchers on this floor permanently hostile.
    • Taking this item before the coronation or before Gortash leaves the throne room does not turn them hostile.
    • If Gortash's deal is taken and OrinOrin is killed, taking this item does not make them hostile.
  • Along with the rest of the Helldusk Set, these boots are said to have been made by Carixim.

Regarding Steadfast:

Steadfast prevents the following conditions from applying:

Regarding Infernal Evasion:

  • This reaction works internally by adjusting the roll to add +99 to the result.

Bugs

Regarding Steadfast:

  • Steadfast doesn't prevent Difficult Terrain: Deep WaterDifficult Terrain: Deep Water from Deep Water surfaces.
  • While the description of Steadfast specifies the wearer cannot be moved by a foe's spells or actions, this also includes allies.

Regarding Infernal Evasion:

  • The description in-game states the reaction can only be used once per Long Rest, when it is set to once per any rest.
  • On spells that have both an attack roll and a saving throw roll, such as Ensnaring StrikeEnsnaring Strike, the +99 is added to the attacker's attack roll instead of the defender's saving throw.
  • This reaction still triggers on saving throws that are already successful, wasting the effect.

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