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.
This amulet is carved from black horn and it’s centerpiece is a brilliant black opal that never feels hot, nor cold, to the touch.
To attune to this amulet you must endure its effects for at least 4 rounds without falling unconscious. Once attuned however, you can breathe while wearing it, and as a bonus action can activate or deactivate it’s Void’s Grasp effect.
Void’s Grasp
Creatures that end their turn within 5 feet of the amulet must succeed on a DC 14 Constitution saving throw or begin suffocating. Suffocating creatures can survive a number of rounds equal to their Constitution modifier before they drop to 0 hit points. This effect ends when the creature starts its turn farther than 5 feet from the amulet, or when it drops to 0 hit points. Creatures that do not need to breathe are immune to this effect.
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.
When you find this chainmail it appears to have a thin film over it and is trimmed with white fox fur. When you touch the armor it is immediately obvious that the film is frost as the metal is as cold as ice.
This item has 5 charges and regains all expended charges each day at dawn.
While you are attuned to this armor you have resistance to Cold damage and are impervious to extreme weather, both cold and hot. Additionally, you know the
Numbing Aura
All terrain around you in a 10 foot radius ices over with a magical frost and is considered difficult terrain for creatures other than you. The radius of frost moves with you but does not damage any plants or objects that it freezes. Additionally, any enemy creature that ends their turn on this ice can not take reactions until their next turn.
Permafrost
At the beginning of your turn you may choose to expend a charge to gain 1d4+1 temporary hit points at the beginning of each turn for the next 10 minutes as the armor slowly builds up its layer of frost.
Arctic Snap
As an action you may expend 2 charges as you snap your fingers to freeze the enemies around you. All enemy creatures within 30 feet of you must make a Constitution saving throw. On a failure they take 3d8 Cold damage and are Restrained for the next minute as ice races from your feet to clutch at their legs. On a success they take half as much damage and are not Restrained. A creature who is Restrained by this effect can repeat the saving throw at the end of each of its turns. If you are not a spellcaster you use your Constitution modifier as your spellcasting ability for this effect.
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.
These oblong rocks have been compared to a dragon’s egg because of their appearance. They are only the size of a fist but underneath the cracked rocky surface a red hot core is visible. They are usually found near hot springs, and are a commonplace heirloom passed down from generation to generation in the mountainous regions to protect against the bitter winters. It is inconveniently just a bit too warm to hold and you will take 1 fire damage every turn your skin is in contact with a hearthstone, although it will not start fires. A hearthstone is a boon to the injured and cold, as its aura of warmth has a comfort to it, and every hour you are within 5 feet of the Hearthstone you gain 1 hitpoint. In addition, while its in your backpack or other similarly close place you have advantage against exhaustion checks from cold weather.
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