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 large barrel is full of a sticky substance that is intensely black and viscous. If the barrel breaks or you tip it over it the substance oozes forth. It takes 1 minute to cover a 5 foot square and can cover up to 20 squares.
Any creature that enters or ends their turn on a square covered in Impossible Tar must make a DC 12 Strength saving throw or be Restrained. A creature restrained in this way can use its action to make a DC 15 Strength check and on a success it frees itself. If a creature becomes Prone while Restrained by Impossible Tar it can no longer free itself and must be assisted by another creature.
The tar lasts for one week outside the barrel, until it is frozen, or until exposed to universal solvent. It is too sticky to put back in the barrel.
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 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 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 polished armor is heavily adorned with bronze and gold and has a band of red hanging from it’s left pauldron. It is said to have belonged to a legendary warrior who led his men to battle with reckless abandon.
While wearing this armor you are immune to being frightened and while charmed if you would injure a creature you consider to be an ally the effect on you immediately ends.
Additionally, as an action, you can rally your allies to you. For the next minute you emanate an aura of confidence and can not be stunned or knocked prone. For this duration friendly creatures within 30 feet of you are immune to being frightened or charmed, and hostile creatures within 30 feet have disadvantage to Wisdom saving throws.
Once you use this ability you can not use it again until your next long rest.
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.
This warhammer is more stockily built than most and the sides of its blocky head are covered in silver inlays. As you attune to it you feel a weight come upon you as if you have taken on a great responsibility.
Once per short rest as an action you can slam the hammer to the ground and it begins eminating a crushing aura. For the next minute or until you pick up the hammer, whichever comes first, all creatures within 60 feet of the hammer must make a Strength saving throw at the beginning of each turn equal to 8 + your proficiency + your Charisma modifier. You can choose a number of creatures up to your Charisma modifier to automatically succeed this saving throw. On a failure every foot of movement costs 1 extra foot until the beginning of their next turn and if the creature is an Aberration, Fiend, or Undead they also fall Prone. If a creature that is already Prone fails this saving throw they become Restrained until they are no longer in the aura.
Curse. While attuned to this item you constantly feel a heavy burden on your mind and shoulders, and your movement speed is reduced by 5 feet. If you remove this curse you hear whispered in your mind “those who are not willing to bear the burden are not worthy to wield me”, the attunement immediately breaks, and you can never attune to the hammer again.
This metal rod is about 4 feet long and straight most of the way down before telescoping to a small metal foot. It has two handles welded to the top that look like they were hacked off of a teapot, and two folding flaps attached just before the shaft begins tapering.
When you press down on the rod the tapering section resists but eventually collapses in on itself as if it has a complex spring mechanism underneath it. As a bonus action you can unfold the flaps and stand on them, one foot on each side of the rod, and as you do so you begin to bounce slightly.
Whenever you jump while riding the jumping stick you add 1d6 to your jump height or length. If this roll is lower than your dexterity modifier you can instead use your dexterity modifier. While riding the jumping stick if you enter rough terrain or fail a dexterity saving throw you automatically fall prone. However, enemies have disadvantage on attacks of opportunity against you.

This simple round shield is rimmed with a band of clear crystal that is hard as iron.
While attuned to this shield you have proficiency with Intelligence saving throws if you did not before. This shield has 3 charges that recharge on a long or short rest. While you are wielding this shield as a reaction you can choose to expend a number of charges to activate it at the end of another creature’s turn.
Force of Mind
You expend 1 charge to target a creature within 30 feet and make an Intelligence check contested by the target’s Wisdom or Intelligence check (the target chooses the ability to use). If you succeed, you knock the target prone and push it 10 feet away from you.
Mental Grasp
You expend 2 charges to instantly cast