Originally Posted by neprostoman
There are item combos you can easily use on any character.

1. Amulet of Misty Step + Watersparkers boots + Rain Dancer + The Sparkswall. Teleport into the fray -> Cast CW -> 4d4 electric aoe + 3 charges next turn.
2. Boots of Speed + Fleetfingers. BA Dash -> Free jump.
3. Chain of Liberation + Haste Helm. 3 turns of momentum from the helm equals 2 sprints total from the chainmail -> great mobility for shorties, great kiting for ranged.
4. Speedy Lightfeet + Fleetfingers + Hamahraft. Dash -> Free Jump for 1d4+1 AOE -> BA Jump for 1d4+1 -> 2 charges for the next turn.

A few examples. I am all in for situational effects that are not class restricted. That opens up item-centric builds and boosts replayability. For example you can make a finesse Eldritch Knight build fully focused on lightning charges gameplay, because you can have expeditious retreat as a BA, enabling a spammable BA dash with concentration being protected by Spidersilk Armor + 16CON + Fighter's CON proficiency. Have you tried any of those?
Might alter your perception a little, I really suggest you check it out.

Ugh, unfortunately I have to agree with the previous poster about the 'item builds'. They lead to comical game-play that doesn't fit a D&D cRPG, in my opinion anyway. Kiting, hopping around doing thunder damage, building up lightning charges, electrifying and freezing surfaces, is just not a thing in D&D. I realize you don't care about that, and are simply enjoying the game for what it is. I just try to ignore these items and game-play elements, I wish it was easier to do so.