For being footwear that gives you the ability to walk in the air, Cloud Boots are surprisingly uncomfortable for everyday use. But alas, Sirius Arcus didn’t have much of a mind for comfort when he designed them. His intentions were purely scientific. He wanted a simple way to rise among the clouds and study weather pattern.
After Sirius died from a terrible fall from nearly 300 feet, the magical patent was transferred to his son who brought them to a broader market. While the functionality was updated with easier controls and better safety features, the general wearability never improved.
These boots have 4 charges. As long as you are not encumbered, you can expend 1 charge before you move. Small clouds immediately form under your feet and allow you to walk in any direction through the air while you move. The clouds disappear behind you as you move. Once you complete your move, you remain aloft until the start of your next turn (6 seconds). You may expend another charge before the effect ends to stay in the air.
If you are caught in the air when the effect ends, you take 1d6 bludgeoning damage for every 10 feet you fell, to a maximum of 20d6. You land prone unless you avoid taking damage from the fall.
The boots regain 1d4 charges every day at dawn.