Wondrous Item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Notes: Set: Innate Speed (Flying), Movement, Footwear
A hasted monk could really have a good time with these.
An alchemist's best friend.
Fly above, thorn whip pull folks up, they fall for 1d6 fall damage. goes prone. Set up your party members~
I am fighting a Roc in the air. It grapples me then drops me - do I fall and take falling damage, or does my fly-speed save me the trouble?
So how fast would you have to go to leave the atmosphere? Asking for a friend.
This is a difficult question, but I hope I can help. You need to be traveling almost 7 miles per second to leave the atmosphere of Earth. Since your walking speed is how far you travel in feet for 5 seconds, and 7 miles is 36,960 feet, you would need a speed of 184,800. You could use a wish spell to have the speed of a space shuttle, if your DM allows. In doing so, you could exit Earth's atmosphere in about 8 and a half minutes. If you used a haste spell, with this rocket-speed buff, and used a dash action, your speed would be 1,108,800 feet per 5 sec. You would be traveling 42 miles per second, and could leave Earth's atmosphere in 1 minute. Then, if you took the boots off, put on the boots of speed, cast flight on yourself, and drank a Speed Potion, you would travel at the speed of 168 miles per second, and would could leave Earth's atmosphere in 15 seconds, or three rounds of combat.
You would also be traveling so fast that your body would be ripped apart by the friction of the air and disintegrated due to your body moving at speeds over a hundred times the speed of sound. So, they would not be able to exit the earth's atmosphere, because in order to beat the force of gravity and time, you would have to be traveling at speeds not safe for any living creatures. Unless you used another wish spell.....
The only problem with this is we are assuming magical items suffer from the same gravity and thrust ratio needed to leave atmosphere. If magic items suffered from this then large creatures would not be able to use the same magic item for the same amount of time because their body weight would change the amount of thrust needed by the magical item. If the magical item somehow compensates and creates more “magical thrust“ then why can’t smaller creatures fly longer? So I guess the question is if thrust isn’t an issue, could you fly long enough to get out of atmosphere? This is one of the problems of trying to apply real world physics to a fantasy setting. Basically it’s up to your DM as to what you can and can’t do.
Here I am lookin at a magic item for my character and there's a fricken debate going on in the comments about LEAVING THE ATMOSPHERE IN D&D as well as the effects that would have on the body. Wow.
As a note, D&D doesn't follow our physical laws about worlds. They're not round, atmosphere works differently, and there is no solar system. The other worlds are not light years away. And so on. It follows the old greek mythos of "what lies beyond the sky". You may want to look into Spelljammer for earlier editions which was literally D&D in space. Although for older editions it was canon for forgotten realms and seems to be canon for 5th since spelljammer races are featured as is a spelljammer ship in Waterdeep: Dungeon of the Mad Mage.
I actually know all this, I was just suprised that such a discussion was happening in the winged boots comment section. I know plenty about spelljammer, crystal spheres, etc. and the way gravity and atmosphere work in d&d.
escape velocity is ~11.2 km/s
3600 seconds in one hour
~40320 kmh= ~25050 mph
about 40,000 kmh
Just to make sure everyone is aware, escape velocity is for a non-propelled object to escape the gravitational influence of earth and not fall back down. So using these boots you'd be a propelled object and therefore don't require an escape velocity since you don't decelerate.
therefore the limiting factor is the 4 hour max fly time. so you need to reach 32736000ft (to space) in 4 hours (2,400 turns). so to reach space before the boots run out of juice, you would need to be travelling at a speed of 32736000ft/2400turns, or 13,640ft/turn, or 2494km/h
Your math is wrong by a factor of 100.
The Kármán line — an altitude of 100 km (62 mi) above sea level — is conventionally used as the start of outer space.
You have 4 hours to reach that altitude. 62 / 4 = 15.5 miles per hour. 100 km / 4 = 25km/h. That's 136 feet per round. That's fast, but within the realm of possibility for D&D characters. Of course, then you'd have to survive in space.
oh yeah, you're right! few too many zeros there. Should have paid more attention at that final answer haha. thanks
Just need a few rope tricks to rest the boots on the journey.
3.5 had a psionic power called Adapt Body which would serve well in space.
You could combo with the immovable rod in order to rest at higher altitude. You can place it and tie a bowline knot around yourself and a knot around the rod. This way you could rest and wait for the boots. You would simply need to solve the problem of thinned air, which I’m sure someone else has a solution for.
that's easy a Necklace of adaptation will let you breath in space.
Incorrect, 6 seconds is the time per round. A minute lasts 10 rounds. 60/10 = 6. Also, there is such a thing as casting on the go. Just because you “took six of the seconds to move” doesn’t mean you can’t also swing your weapon.
Kenku monks, all I want now is to play a kenku monk to get these.
I agree with Thigrel.