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 ring is a complicated tangle of copper and bronze oak leaves. It magically resizes to fit any finger you put it on.
This item holds 10 charges and regains 1 expended charge each day at dawn.
While attuned to this ring you can identify the type of any tree you can see, and have proficiency in Intelligence(Nature) checks.
Plane of Perpetual Autumn
While attuned with this ring you are aware of, and in control of, the Demiplane of Perpetual Autumn. This demiplane is a lush deciduous forest with a giant oak many times larger than normal at the center. The trees in this forest are always beautiful warm tones with the occasional purple. You can walk for several miles in any direction before finding the edge of the demiplane. If you concentrate, you know of all creatures within the demiplane and where they are.
Ever-present Portal
As an action you can expend 2 charges to create a portal to the Demiplane of Perpetual Autumn, or a portal from the demiplane to the Prime Material plane, that lasts for 1 hour or until you create another portal. This costs 1 less charge if you create the portal adjacent to a Huge or larger oak tree.
The portal you create is 5 feet wide, 10 feet tall, and is bordered by branches. You can expend an additional 2 charges to double the size of the portal.
When you create a portal to the Material Plane you can choose any location you are very familiar with, or a permanent teleport circle. When you create a portal to the demiplane you can choose any location within it.
If you create a portal in the same location for 8 consecutive days that portal becomes a permanent portal. A permanent portal can only be dispelled by
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
This flashy amulet has an impressively large green emerald as it’s centerpiece and is ornamented with onyx and blackened steel. When you slip it over your head you can hear it speak to you, and know that it holds a fragment of a dragon’s consciousness within it.
Ancient Presence
When you are attuned to this amulet as you wear it it begins to change even your physical body the presence within it is so powerful. Over the course of a month jet black scales grow down your spine and your eyes become emerald green. You gain immunity to Acid damage, resistance to Poison damage, and Darkvision out to 120 feet. If you unattune from this amulet you lose these benefits, but your scales and eye color do not change back.
Caustic Soul
As an action if you are within the area of poisonous or harmful gases you can breathe in the toxins surrounding you and exhale a roiling stream of acid and poison 60 feet long and 10 feet wide. Each creature in the line must make a DC 18 Constitution saving throw, taking 4d8 Acid damage and 4d8 Poison damage on a failed throw or half as much on a successful one. If breathing the gas in this way would cause you to make a saving throw you make that save with advantage and take no damage on a success.
Master of Fear
You can not be frightened by any creature with a CR less than or equal to 12. Additionally, any Adult or younger dragon that tries to use their Frightful Presence feature on you must instead make a saving throw against their own effect.
Sentience. Zerrndrock is a sentient neutral evil amulet with an Intelligence of 20, Wisdom of 18, and a Charisma of 24. It has proficiency in Insight, Deception, and Charisma saving throws, with a proficiency bonus of +6, and it has hearing and blindsight out to a range of 120 feet. The amulet can speak, and understand Common and Draconic, but can only communicate telepathically with its wearer. Its voice is low and rumbling but soothing in a way.
Personality. Zerrndrock speaks quietly but with authority that only comes with age and immense confidence. His only goal is resurrection and to be freed from the amulet. He is not friendly, and never will be, but will play the part of a wise grandfather giving sage advice and encouragement, or almost anything else including lying or getting the wearer killed if he thinks it will sway the wearer closer to his selfish goal. Doing what he must to gain trust is just a part of this scheme, even if he does not enjoy it. Zerrndrock is clever and has endless patience, and will never lash out or grow impatient unless he believes he is within reach of his centuries-long goal.
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.
These gauntlets each have a large facet where you would expect a gem to sit, but instead holds a finely cut chunk of granite. These gauntlets hold 4 charges, and regain all expended charges each day at dawn.
While attuned to these gauntlets you gain tremorsense out to a range of 10 feet. Additionally, as an action, you can create a 10-foot-by-10-foot wall of hardened earth within 120 feet of you so long as it is touching dirt or sand. This wall is 6 inches thick, has an AC of 13, 50 hit points, and lasts 10 minutes or until you create a new wall. However, when you expend a number of charges you can create and maintain that many additional walls for the next 10 minutes. If a wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice).
This pendant is made of pewter and black iron, and has a blood red ruby in the center. As an action, you can activate the pendant, forming a scarlet circle of magic runes at your feet for a brief moment. Small plants, brush, and grass within a 10-foot radius of you begin to wither as if targeted by the spell
Curse. Each time this pendant is activated if less than half of the 10-foot radius is covered in living nonmagical plants you take 3d6 necrotic damage that can not be resisted or reduced in any way, but still gain the effects of the pendant on your next turn.
This amulet is made from delicate strands of silver wrapped around an amethyst to form the likeness of a spider. This amulet has 5 charges and regains 1d4+1 expended charges after a long rest.
While attuned to this amulet you are able to convey basic commands and feelings to spiders and spider-like creatures. Creatures you are able to communicate with in this way will not attack you unless you attack them first, and as a bonus action, you can expend a charge to cast the