Multi-class to Cleric or Druid next level instead, then multi-class to the other on the following level. Boom, +4 to Will saves in 2 levels, without feats, and hey now you can heal yourself a bit and hey, why not just trade the magic boots to someone in exchange for a nice big melee weapon or three? I'm sure you could find a hunter at least who could use magic boots to make his hunting a lot more successful, and to help him weather the winters. Get a dog or wolf once you're a druid, and it'll do the tracking for you. :^D Or heck, get a squirrel or rat, or the first little beast on four legs that you find while wandering about after your Druid level.

Prepare Magic Stone and chuck several stones with your mighty Strength bonus to damage, and laugh at the mages with their slings.

With a Cleric level, you could cast Magic Weapon on whatever you use, and magic weapons are harder to break than normal ones.
Take your dagger and carve a greatclub, for that matter, from any tree you find that's 4+ inches wide. Or a quarterstaff. You can make untrained Craft checks, after all. And it's free.

Can't be hard to carve yourself a greatclub....just wrap any piece of cloth or leather around where you'll hold it, to avoid splinters.

Then start SUNDERING YOUR OPPONENTS' gawd-damned frickin' weapons and see how the DM likes it, blast his stubborn brainpan. Take Improved Sunder as your next feat, or at least for your next Fighter bonus feat, and take Iron Will or Extra Rage for your next character-level-feat.
Leave whatever problems your adventuring party is having, and go elsewhere in the world. With your magic boots, you'll easily survive the trip through the wilderness without spending any money on food/drink at towns. Then as I said, sell or trade your stupid magic boots once you arrive somewhere more agreeable. You can surely find someone willing to pay a hired blade to guard them or escort something for them, and earn enough of an advance to buy a greataxe for yourself. Surely you can show them a display of your strength and prowess using whatever quarterstaff or greatclub you carved, to convince them you're worth the little payment in advance.
Or sell your services to a blacksmith crafting weapons, then after a little while you should have enough money to afford adventuring supplies to go back to whatever you were doing before, if you really want to. Or, y'know, find something more interesting and less frustrating. Like hunting down stupid monsters, ones that aren't smart enough to realize that it's easier to break your blade than to break
you.
Just tossing ideas out. Good luck, and hope you get more fun out of the game if you keep playing. You may want to mention behind the curtain to your DM why your character would think it's best to just 'get out of Dodge' and wait until things have settled down a bit, or at least until the party is better supplied before returning.