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.
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 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 glass amulet is not polished as a glass bottle would be but is instead appears unfinished and crude. Beneath the rough surface you can see the flickering of a blazing fire and feel its warmth against your skin.
This amulet has 6 charges and regains all expended charges at dawn.
If you are not a caster all magical effects of this item use your Constitution as your spellcasting ability.
While wearing this amulet you have resistance to Cold damage and are not affected by extreme cold conditions. Additionally, you are immune to any magical fire that you create.
Undying Flames
While attuned to this amulet you know the
You can cast these cantrips as bonus actions, they do not require concentration, and their duration is considered indefinite. They last until you dispel them, you fall unconscious, or you cast them again.
Searing Aura
As a bonus action you can expend a charge to call upon the flames within the amulet and the air around you begins to shimmer with a sweltering heat. For the next minute any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d8 Fire damage.
Immolating Burst
As an action you can reach out your hand and expend a charge to cause a fiery outburst. The flames within the amulet pulse and a line of fire 5 feet wide and 30 feet long flares from your palm. Each creature in the line must make a Dexterity saving throw. A creature takes 5d8 Fire damage on a failed save, or half as much on a successful one.
From the jutting angles and rough texture of this snow white plate armor you can tell its obviously crafted from some form of chitin. The underside of each piece of plate is a spectacular orange and flares of color are visible through the chinks of the armor.
This armor has 3 charges and regains 1 expended charge each day at dawn. While attuned to and wearing this armor you are immune to the effects of extreme cold climates.
As an action you can expend a charge and when you do so the armor shudders slightly and all joints visibly tighten as you feel a sudden surge of heat. For the next minute any Fire damage you take is reduced by 10.
If you are ever swallowed while wearing this armor the creature that swallowed you must immediately make a DC 15 Constitution saving throw. On a failure it regurgitates all swallowed creatures. On a success it instead makes all Constitution saving throws to keep you contained in its stomach with disadvantage.
This pendant is a garnet set into a wide bronze base devoid of any marking. It is warm to the touch and hangs from a similarly plain bronze chain. This pendant has 8 charges, and regains 2d4 expended charges each dawn.
As a bonus action you can activate the Pendant and it will softly flicker. Until the beginning of your next turn any time a creature you can see within 15 feet of you, including yourself, is hit by a ranged weapon attack you can choose to expend a charge to reduce the damage of the attack by 1d8 + your Dexterity modifier by blasting the missile with a searing bolt of flame from the pendant. If you reduce the damage of a missile to 0 it burns to ash before it reaches the target creature.
This crystal orb is filled with water and has no visible opening but is covered in magic runes. If you learn the proper command word from the runes you can speak the command word to allow the water to permeate the orb and create one of two effects.
- The water coalesces around you like a coating of mucus. You are able to breathe as normal but are completely covered with 1 inch barrier of magical water for 1 minute. Fire is unable to pass through the barrier but all other effects and objects are. While the barrier is active you are considered immune to fire damage.
- The water forms a 20 foot square wall that is 1 inch thick, oriented as you choose. This wall remains for 1 minute and fire damage is halved if the fire effect passes through the wall to reach its target. In addition, beings from the plane of fire must make a DC 18 Constitution check to pass through the wall.
When the effect ends the water falls to the ground and loses all magical properties. The orb refills each day at dawn or if it is on the plane of water it refills after 1 hour.
This pale armor is frigid to the touch, and even in the warmest weather has a thin layer of frost over it. The wearer must endure wearing the cold plate for an entire hour to attune to it. You have a +1 bonus to AC while wearing this armor. Additionally, you have resistance to cold damage, and are unaffected by temperatures as low as -40. A chilly draft follows you wherever you go and while you are conscious any hostile creature that ends their turn within 5 feet of you takes 1d10 cold damage.