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Boots are pieces of armor for your feet in Baldur's Gate 3. Read on to learn more about each Boot, their rarity, and more!
List of Contents
Armour | Effect | Rarity |
---|---|---|
Acrobat Shoes |
Acrobatics +1 Advantage on Dexterity Saving Throws Checks |
Rare |
Blackguard's Greaves |
Strider Movement: You gain Longstrider Athletics +1 |
Rare |
Bonespike Boots |
Evasive Instinct: You have a +1 bonus to Armour Class and Saving Throws as long as you are not wearing armour or holding a shield. Refined Vaulting: Jump distance is increased by 1.5m. |
Very Rare |
Boots of Aid and Comfort | The Comeback: When the wearer heals a target, it gains an additional 3 temporary hit points. | Uncommon |
Boots of Apparent Death | These boots allow the wearer to cast Feign Death once per Short Rest. | Rare |
Boots of Arcane Bolstering | Rapid Caster: Each time they dash, the wearer gains Arcane Charge for 2 turn(s). | Rare |
Boots of Brilliance | - | Rare |
Boots of Elemental Momentum |
Elemental Momentum: Whenever the wearer deals Acid, Cold, Fire, Lightning, or Thunder damage with a spell or cantrip, they gain Momentum for 2 turns. Athletics +1 |
Uncommon |
Boots of Genial Striding | Genial Strider: The wearer's movement speed is not impeded by Difficult Terrain. | Rare |
Boots of Persistence |
Legendary Mobility: You gain Freedom of Movement and Longstrider. Dexterity Saving Throws +1 |
Very Rare |
Boots of Psionic Movement |
Flying Strike: When a githyanki casts Fly, their next melee weapon attack deals an additional 1-4 Psychic damage. Dexterity Saving Throws +1 |
Very Rare |
Boots of Speed | - | Rare |
Boots of Stormy Clamour | Arcane Echomalefaction: When the wearer inflicts a condition upon a hostile creature, they also inflict 2 turns of Reverberation. | Uncommon |
Boots of Striding |
Focused Stride: When you cast a spell that requires concentration, you gain Momentum. While you are concentrating, you cannot be pushed or get knocked Prone. Athletics +1 |
Uncommon |
Boots of Uninhibited Kushigo | Experienced and Deadly: The wearer deals additional damage equal to their Wisdom Modifier with unarmed attacks. | Rare |
Boots of Very Fast Blinking | - | Uncommon |
Briskwind Boots | Critical Swiftness: After scoring a Critical Hit or killing a hostile creature, movement speed is restored to maximum. | Rare |
Cinder Shoes | Cinders: Whenever you Burn an enemy, you gain 2 turns of Heat. | Uncommon |
Dark Justiciar Boots | Dexterity Saving Throws +1 | Rare |
Disintegrating Night Walkers | Night Walker: Can't be Enwebbed, Entangled, or Ensnared and can't slip on grease or ice. | Very Rare |
Drow Leather Boots | - | Common |
Evasive Shoes |
Acrobatics +1 Armour Class +1 |
Rare |
Featherlight Boots | Burst of Speed: When the wearer has 50% hit points or less, their Movement Speed is increased by 3m. | Uncommon |
Gargoyle Boots | Dexterity Saving Throws +2 | Very Rare |
Helldusk Boots |
Steadfast: You cannot be forcibly moved by a foe’s spells or actions, and you ignore the effects of Difficult Terrain. Infernal Evasion: When you fail a Saving Throw, you may use your reaction to succeed instead. |
Very Rare |
Hoarfrost Boots | Hoarfrost Balance: You cannot fall Prone while traversing icy terrain. | Uncommon |
Jaheira's Boots | - | Common |
Karlach's Boots | - | Common |
Leather Boots | - | Common |
Linebreaker Boots | Adrenaline Rush: Once per turn, when you Dash you gain Wrath for 2 turns. | Rare |
Metallic Boots | - | Common |
Mystra's Grace | - | Uncommon |
Shadowstep Boots | - | Uncommon |
Simple Boots | - | Common |
Slinging Shoes |
Shoe Slinger: Returns to its owner when thrown. On a hit, deal an additional 2d8 Psychic damage. Dexterity Saving Throws +1 |
Rare |
Spaceshunt Boots | - | Rare |
Spiderstep Boots | Spider Step: Immune to being Enwebbed. | Uncommon |
Springstep Boots | Swift Strides: When the wearer Dashes or takes a similar action during combat, they gain Momentum for 3 turns. | Rare |
Swiresy Shoes |
Refined Vaulting: Jump distance increased by 1.5m. Acrobatics +1 |
Rare |
Tenacious Boots | Athletics +1 | Uncommon |
The Speedy Lightfeet |
Speedy Sparks: When the wearer Dashes or takes a similar action during combat, they gain 3 Lightning Charges. Athletics +1 |
Rare |
The Watersparkers |
Electrifying Water: When the wearer stands in water during combat, it becomes electrified. Watersparks: If the wearer starts their turn on an electrified surface, they gain 3 Lightning Charges. |
Rare |
Thin-Soled Shoes | - | Common |
Tyrannical Jackboots | Scintillating: You gain a +1 bonus to Charisma Checks and Savings Throws. | Uncommon |
Unwanted Masterwork Greaves | Athletics +1 | Rare |
Varsh Ko'kuu's Boots | Caretaker’s Care: Acidic surfaces don’t affect you, and you are Resistant to Acid damage. | Uncommon |
Vital Conduit Boots |
Vital Conduit: When the wearer casts a spell that required Concentration, they gain 8 temporary hit points Athletics +1 |
Rare |
Wavemother's Boots | Watery Rejuvenation: If the wearer is standing in a water surface at the start of their turn, they heal 1d4 hit points. | Rare |
All Armor Types | ||
---|---|---|
Helms | Chest Armor | Gloves |
Boots | Shields | Cloaks |
List of All Boots
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