Boots of the Wolf

Wondrous item, very rare (requires attunement by a barbarian, druid, or ranger)

These boots are of tanned leather topped with wolf fur.

Radiates: Conjuration and transmutation magic.

Power: As an action, you may call forth a pack of 1d4+1 wolves by expending 2 charges or a single dire wolf for 3 charges. You have a limited form of two-way telepathy with these beast(s) that allow you to communicate simple thoughts, feelings, and sensory impressions. They appear at the end of the round you summon them to attack, defend, or scout.

The beast(s) are friendly to you and your companions, and act on your initiative. If you do not issue a command or action for them to take in combat, they will do their best to take a stealthy approach to hostile creatures and lunge at enemies (preferably ones you have not yet attacked this round).

If you attempt to give them an explicitly suicidal order, your control over them breaks, and they attack you with advantage instead. If the beast(s) are reduced to 0 hit points or released from your control, they vanish into howling mist.

The beasts remain for 1 minute, until your concentration ends, you die or become unconscious, or you choose to dismiss them as a bonus action.

Charges: The boots have 5 charges per day. They regain 1d4+1 charges every night at midnight. If you use all 5 charges in a single day, you cannot call another wolf until you bathe the boots in the light of the next full moon from dusk till dawn.

Section 15: Copyright Notice

250 Best Magic Items for Barbarians, Druids, and Rangers MageGate Games Author: Jackson Dean Chase Copyright 2021 MageGate Games Inc.

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