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.
If you are not a spellcaster you use Wisdom as your spellcasting modifier for this item’s effects. While attuned to this staff you do not suffer from the effects of traveling at high altitude, and know the cantrip
This tiny crystal sphere has an intensely detailed mountain covered in loose snow. When you shake it the snow flies around the miniature landscape, creating a swirling snowstorm. The wind in this diorama always blows towards the peak of the tallest mountain in your current plane of existence.
This tall rectangular shield is lavishly emblazoned with a towering mountain and set with onyx. As a bonus action while standing on stone or earth you may activate the shield to create a 5-foot-square pillar of stone and onyx in an unoccupied space within 30 feet of you that rises to a height of 15 feet or until it meets the ceiling. This pillar sinks back down into the earth after 1 minute, or when you create another pillar, leaving the ground undisturbed.
This regal helmet is made of jet black granite, and trimmed with gold. Despite it’s dense materials it is not overly heavy. If you have horns the helmet gladly morphs to fit.
While attuned to this helmet you gain the following features.
You gain proficiency in Constitution saving throws and Athletics checks. You also gain fluent knowledge of the Giant and Terran languages.
While wearing this helmet your strength score changes to 20 unless your strength is already greater than 20, and it can not be reduced below 20 while you are wearing the helmet. Additionally, if a rock or similar object is thrown at you you can, with a successful DC 10 Dexterity saving throw, catch it and take no bludgeoning damage from it.
As an action you can envelope creatures near you with an immense crushing presence. Each creature of your choice within 60 feet must succeed on a DC 18 Wisdom saving throw or become Frightened of you for 1 minute. A creature frightened in this way sees you appear to grow up to 18 feet tall, or as large as the space around you allows, and takes an additional 2d6 psychic damage each time you hit them with a melee weapon or unarmed attack. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. After you use this feature you can not use it again until the end of a long or short rest.
This dark pebble is etched with minute circular patterns and has a single ridge running around its circumference. When you hold it you feel as if the earth itself is whispering to you, suggesting you swallow the pebble to get closer to it and understand it better. When swallowed, you notice nothing at all for 1d4 days, until you feel a sudden chill and stiffening along your spine. Over the next few minutes your skin darkens and hardens. Fractured plates of stone grow from underneath your skin on your arms, ribs, and jutting along your spine across your back. You gain resistance to piercing, slashing, and lightning damage as well as tremorsense out to 30 feet. Additionally, as an action, if you put your ear to the ground and concentrate as if concentrating on a spell you gain tremorsense out to 500 feet until you move from that spot or lose concentration, whichever comes first.
Curse. Once your flesh has started turning to stone you have vulnerability to Thunder damage. Additionally, while within sight of a chosen mountain each morning you hear it whisper to you, calling you to it, and you must succeed on a DC 8 Wisdom saving throw or spend that day compelled to walk towards the base of the peak. This compulsion is not mind control, and you do nothing rash to follow it, but it is a constant distraction and pull while you are not trying to travel towards the mountains. These effects, including your skin’s appearance, can not be reversed except by a
This piton is made of folded iron and confusingly heavy. It functions as a normal piton, however after 1 minute of contact with solid stone the rocks around it trembles and coalesces to form a stone foothold with no seams or cracks.
This marbled stone pick is reinforced with black iron bands. It has obviously been imbued with magic to have lasted this long without shattering. This magical item has 10 charges and regains 1d8+2 expended charges each day at dawn.
If you are standing on soil or stone, as an action you can strike the ground and expend a number of charges while concentrating as if concentrating on a spell, causing the earth to ripple around you. When you do so you target a number of 10-foot square areas of soil or stone within 120 feet, equal to the number of charges expended, which rise up to create a bluff. You can choose for each of these target areas’ sides to slope gradually, or be a sheer cliff up to 10 feet tall, so long as at least one side is an incline. If you maintain concentration on this effect for the next hour the bluffs become permanent and can’t be dispelled. Otherwise, the bluffs sink back into the earth.
As an action you can target any area you can see that was targeted by the Molehill feature within the past day and expend a charge for each targeted area. At each targeted area a 10-foot square pillar of stone bursts from the ground and rises to a height of up to 20 feet. If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw, DC 17, or be lifted by the pillar. A creature can choose to fail the save. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, such as a Huge or larger creature, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice), DC 17. On a success the creature is no longer restrained and must either move off the pillar or fall off it.
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.