This pure white kiteshield is emblazoned with blue fractals along its edges. It is said it was forged from the scales of a white dragon to defend an ancient dwarven city, but has since lost much of its power. This shield has 10 charges and regains 1d8 + 2 expended charges each day at dawn.
As an action, you can hold the shield aloft and speak its command word, expending a number of charges. As you do so an icy blast comes forth from the shield casting
This smooth stone staff is covered in frost and topped with an abstract intricate sculpture of ice. This staff never melts or thaws, and at high altitudes snowflakes dance around it’s base. This staff has 4 charges and regains 1d4 expended charges each day at dawn. If the temperature is below freezing at dawn it regains all it’s charges.
While attuned to this staff you do not suffer from the effects of traveling at high altitude, and know the cantrip
While wearing these blue-lensed goggles you are able to see in any dim light as if it were bright light, and you are able to see through snow and blizzards with ease. You do not have disadvantage on Wisdom (Perception) checks, and do not suffer from the Blinded condition, if it would be caused by ice, snow, or other cold weather effects.
This simple crown made of ice, enchanted to never thaw or crack, is set with rough diamonds and sapphires. This item has 3 charges and regains 1 expended charge each day at dawn.
While attuned to this crown you know the cantrip
This rough circlet chiseled from black ice has a single onyx set in its face and glistens a cold blue in the light. While you are attuned to this circlet you automatically succeed on saving throws against effects that would deal necrotic damage and are resistant to psychic damage. Additionally, you know the cantrip
Curse. If you die while attuned with this circlet you rise 24 hours later as a corrupted version of your former self unless you are restored to life or your body is destroyed. This curse can only be removed while surrounded by Black Ice or by
This dagger carved from a fang of Old White Death is still as cold as ice and constantly steams like a breath in the frigid winter air. As a bonus action you can press it against your bare skin, taking 2d8 cold damage, and on the next successful attack with this dagger the target creature must succeed a DC 19 Constitution saving throw. Creatures with resistance to cold damage or that are naturally adapted to cold climates have advantage on this saving throw, and creatures with immunity to cold damage automatically succeed.
On a failed save the target creature is restrained as it begins to freeze solid. A creature restrained by this effect must make another constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails three times, it is turned to ice and is petrified. The successes and failures don’t need to be consecutive, keep track of both until the target collects three of a kind. The first time a creature is petrified by this effect the fang becomes mundane and begins to melt.
This amulet is a heart of hammered brass, with flames of gold and copper twisting around it. If you speak Ignan you know that this is an insignia of the Order of the Fiery Heart. While wearing this amulet you have advantage against exhaustion checks due to cold weather and resistance to fire damage. As a reaction to making a saving throw against taking cold damage you can choose to succeed the saving throw before rolling. Once you have used this feature you can not use it again until the next day at dawn.
This amulet carved from a silver dragon’s scale is only given as a gift and sign of trust. By the coloration you could guess it is from a younger dragon.
As an action you can touch the amulet and begin concentrating, as if concentrating on a spell, to create a cloud of fog around you. You create a 20-foot-radius sphere of fog centered on yourself. The sphere spreads around corners, and its area is heavily obscured. It lasts for the next hour, until your concentration ends, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. While within this fog you have immunity to cold damage and blindsight out to 60 feet. Once used this feature can not be used again until your next long or short rest
This axe is forged from a stark blue alloy and has an intricate mountain range etched on its surface. After dusk it gathers a layer of frost along it’s edge, even on hot nights. This axe has 8 charges and regains 1d6 + 2 expended charges after a long rest.
When you make a successful attack with this weapon you can expend a charge to deal an additional 1d10 cold damage and force the target to make a DC 14 Strength saving throw or be knocked prone as a howling bitter wind follows your blow.
This flail has a head made from an astoundingly solid crystal, and as it strikes it resonates with the sound of crunching glass. It has 6 charges and regains 1d6 expended charges after a long rest.
When you hit an object with this flail that is not being worn or carried you can expend a charge to attempt to shatter it if the target object is 1 foot thick or less. Make a DC 15 Strength check and on a success you shatter up to a 5-foot square section. You have advantage on this check if the object is made from glass, crystal, or ice.
This delicate pink flower is carefully preserved with magic and will not wilt or break yet preserves its natural beauty.
While you are visibly wearing this flower you are blessed by Eldath, the goddess of peace and protection. This flower holds up to 10 charges and regains 1 charge each long rest.
As an action once per long rest you can call on the blessing of Eldath to cast the spell
Additionally, you may activate the Blossom by making a prayer to Eldath. When activated the center of the blossom glows with a faint yellow and pink. For the next hour you may cast any of the following spells as an action and ignoring component costs, expending a number of charges depending on the spell cast. While activated you can also cast
This quarterstaff still has its bark on it except for where a long oriental dragon twists around it, carefully carved, sanded, and oiled to a sheen.
As an action you can attempt to shove a large or smaller creature within 30 feet of you with a swipe of this weapon. As you do so they feel a strong warm wind suddenly buffet them. If you succeed they are pushed 10 feet directly away from you by the gust. You can choose to make this shove with disadvantage to slide them 5 feet in a direction of your choice instead.
Additionally, once per long rest as an action you can cast the spell
Other polearm variations of this type exist, such as a glaive or halberd, though all variations have the same dragon carved into their shaft.
This leather pouch contains 2d10 small light blue beans that are chill to the touch. As an action you can plant one of these beans at your feet. The turn after a bean is planted thick spiked vines rapidly sprout, so as long as it is not planted in a hot or desert area, and the bean is consumed. A 20-foot square centered on the bean becomes difficult terrain and any creature who enters or starts their turn in the area must make a DC 12 Constitution saving throw taking 2d6 cold damage from the vine’s freezing spikes on a failed save, or half as much on a successful one. A creature unaffected by the difficult terrain takes no damage.