Horseshoes of a Zephyr
D&D 5e · 2024·Wondrous items·Very Rare·No attunement
- Type
- Wondrous items
- Weight
- Not specified
- Attunement
- Not required
- Rarity
- Very Rare
- Price
- Not specified
Magic: Magic action per horseshoe to affix or remove; all four on a horse or similar creature.
What Horseshoes of a Zephyr does
These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above a surface. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can travel for up to 12 hours a day without gaining Exhaustion levels from extended travel.
Full item details & properties
Magic properties
- Activation
- Magic action per horseshoe to affix or remove; all four on a horse or similar creature.
- Consumable
- No
- Surface travel
- While all four are affixed, move normally 4 inches above a surface, including water or lava; leave no tracks and ignore Difficult Terrain. This is not unrestricted flight or immunity to all environmental damage.
- Travel duration
- Up to 12 hours per day without Exhaustion from extended travel.
Tags & related references
Horseshoes of a Zephyr FAQ
Does Horseshoes of a Zephyr require attunement?
No. This entry does not require attunement; follow its activation and use rules.
Is the listed price a guaranteed purchase price?
The source does not specify a price for this entry. Ask your GM about availability and cost.