Boots of Speed
Wondrous Item, Rare (Requires Attunement)
While you wear these boots, you can take a A Bonus Action is a special action that you can take on the same turn that you take an action. You can't take more than one Bonus Action on a turn, and you have a Bonus Action to take only if a rule explicitly says so. See also Actions .
to click the boots' heels together. If you do, the boots double your A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. See also Climbing , Crawling , Flying , Jumping , Swimming and Combat .
Special Speeds. Some creatures have special speeds, such as a Burrow Speed , Climb Speed , Fly Speed , or Swim Speed , each of which is defined in this glossary. If you have more than one speed, choose which one to use when you move; you can switch between the speeds during your move. Whenever you switch, subtract the distance already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move. For example, if you have a Speed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10 feet, and leap into the air to fly 20 feet more.
Changes to Your Speeds. If an effect increases or d ... [more]
, and any creature that makes an You can make an Opportunity Attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction , or one of its speeds. To make the Opportunity Attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before the creature leaves your reach. See also Combat .
against you has If you have Disadvantage on a D20 Test , roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
on the attack roll. If you click your heels together again, you end the effect.
When you've used the boots' property for a total of 10 minutes, the magic ceases to function for you until you finish a A Long Rest is a period of extended downtime -- at least 8 hours -- available to any creature. During a Long Rest, you sleep for at least 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.
During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one.
Benefits of the Rest. To start a Long Rest, you must have at least 1 Hit Point. When you finish the rest, you gain the following benefits:
Regain All HP. You regain all lost Hit Points and all spent Hit Point Dice. If your Hit Point maximum was reduced, it returns to normal.
Ability Scores Restored. If any of your ability scores were reduced, they return to normal.
Exhaustion Reduced. If you have the Exhaustion condition, its level decreases by 1.
Special Feature. Some features are recharged by a Long Rest. ... [more]
.
Source: Dungeon Master's Guide, p. 240