List of changes (new added, not changed, removed, my comment) :
Boots of Aid and Comfort : When the wearer heals a target, it gains an additional
5 (3) temporary hit points.
Hoarfrost Boots : The wearer cannot fall Prone while traversing icy terrain.
Standing on an ice surface at the start of the turn doubles their movement.
Mystra's Grace : Cast
Feather Fall as a bonus action at will. +
1m Movement, +
1 Arcana.
Spiderstep Boots : Immunity to being Enwebbed. The wearer's movement speed is not affected by Web surfaces.
Can use Ethereal Jaunt once per Short Rest (spider's misty step).
Tyrannical Jackboots : Gain a
+3 (+1) bonus to Charisma ability checks and saving throws.
Varsh Ko'kuu's Boots : Acidic surfaces don't affect the wearer, and they are
Immune (Resistant) to Acid damage.
Boots of Arcane Bolstering : Once per turn, when the wearer Dashes,
Jumps or
Disengages, they gain
Arcane Charge for 2 turns.
Removed threatened condition requirement for Arcane Charge : Gain +2 more damage with spells
(to enemies that are threatened).
Boots of Brilliance : Play an instrument to restore one of the Bardic Inspiration slots (Recharge:
Short Rest)
(Long rest).
Linebreaker Boots :Once per turn, when the wearer Dashes,
Jumps or
Disengages, they gain
Wrath for
2 (3) turns.
Slinging Shoes : Returns to its owner when thrown. On a hit
(does not have to be successful) deal an additional
4d4 (2d4) Psychic damage.
(if you have mods that edit Throw action, this change might not work). Spaceshunt Boots :
Dimension Door (Recharge:
Short Rest)
(Long rest).
Springstep Boots : Once per turn, when the wearer Dashes,
Jumps or
Disengages, they gain
Momentum for
2 (3) turns.
Swiresy Shoes : Jump distance is increased by
4,5m (1,5 m).
Boots of Elemental Momentum : Once per turn, when the wearer deals
acid,
cold,
fire,
lightning or
thunder damage,
(with Spells or Cantrip) they gain
Momentum for 2 turns.
Boots of Striding : When the wearer casts a spell that requires Concentration, they gain
Momentum for 1 turn. While they are concentrating, they cannot be pushed or get knocked Prone.
I did not change the effects, but completely rewrote how they are applied, because : "The Unmovable condition can be indefinitely applied by equipping the boots, casting a concentration spell, unequipping the boots, and then breaking concentration. The check to remove Unmovable is attached to the boots, and thus if they are not equipped when concentration ends, the effect will persist". This exploit/feature is no longer usable. Blackguard's Greaves :
3m movement.
(Effect of Longstrider).
Dark Justiciar Boots :
Shadow Teleportation (Bonus Action) (Action) : Teleport to an unoccupied, obscured spot (Recharge:
Once per Combat)
(Short rest).
The Speedy Lightfeet : Once per turn, when the wearer Dashes,
Jumps or
Disengages during combat, they gain
2 (3) Lightning Charges.
(Medium Armor).
Vital Conduit Boots :
When the wearer kills a creature, they heal 1d6 hit points.
(Grants the wearer 8 temporary hit points when they cast a spell that requires Concentration).
Boots of Persistence : Effect of
Freedom of Movement and
3m movement (Effect of Longstrider).
Boots of Psionic Movement :
Githborn: Flying Boots (Recharge:
Short Rest)
(Long rest).