A fizzing clear liquid fills this small flask the size of two thumbs. If it is consumed the creature that consumed it suffers from the condition Poisoned until their next long rest and must make a Constitution saving throw DC 14 every minute for the next hour. On a failure the creature is paralyzed. On a success if they are paralyzed they are no longer paralyzed. After three successful saves (they do not have to be consecutive) or after 1 hour the effect ends and the creature is no longer paralyzed, however they remain Poisoned.
This vial is extraordinarily tall, almost as long as a man’s forearm. It’s capped with a flat metal stopper etched in a fractal pattern. It has no visible liquid in it yet it feels as though it sloshes, and it produces a dim light out to 5 feet. When opened all creatures in a 20 foot line must make a Dexterity saving throw DC 14 as a bolt of light lashes out creating a small clap of thunder that can be heard from 100 feet away. On a failure they take 4d6 Lightning damage, on a success they take half. If it’s shattered all creatures within a 10 foot radius take 1d6 lightning damage and must make a constitution saving throw DC 14. On a failure they are blinded for 1 minute. They may repeat this saving throw at the end of each turn.
This glass globe has no visible opening on its dark clouded surface, and it is warm to the touch. Its contents appear to be a faintly glowing roiling cloud of flame. When the globe is thrown or smashed it expands violently into a cloud, reaching around corners, from the point where it landed, and all creatures within 15 feet must make a DC 14 Dexterity throw. On a failure they take 3d6 Fire damage. On a success they take half as much.
A lime green sludge is contained within this oblong vial stoppered by a glass bauble. It froths and bubbles as if constantly in turmoil even when left alone. When it is poured out slowly onto a flat surface it will chew through up to a foot of solid rock or several inches of metal. When shattered all creatures within a 5 foot radius take 2d6 acid damage and must roll a Dexterity saving throw DC 14. On a failure they take an additional 2d6 acid damage on their next turn.
This simple leather messenger bag was made by an eccentric sorcerer who was irritated that his component pouch was constantly so disorganized. It has as many or as few pockets as the wearer needs, up to 20 pockets. Each time the pouch is opened the contents are neatly organized even if they were not when it was closed and it has a free pocket for anything you are holding that fits into the bag. It always weighs 5 pounds, empty or full, and can hold up to 20 pounds of goods as long as they fit into the mouth of the satchel.
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 scroll can be challenging to create as it’s much smaller than most, and is meant to be concealed within a hand. Its for those suitors with a magic flair and a bit of extra pocket change that are unable to master the magic arts themselves. When held in a fist and squeezed at arms length from the body it erupts into an eloquent bouquet complete with sparkle effects and gentle leafy sounds. The exact flowers that are created are chosen by the scroll maker. It also has a, possibly too small, arrow pointing in the direction the blossoms will emerge. If it’s not spotted roll a d4. On an even roll the flowers are rightside up, on an odd roll the flowers are upsidedown.
These calf-height leather boots are slick to the touch and have a light sheen to them. Strangely they never get stuck in the mud or get dirty, everything seems to roll right off of them. While wearing them you have advantage to escape any effect or object that would trap your feet. Additionally, difficult terrain involving mud, or other sticky substances, does not affect you. Be careful while walking on ice though.
When unrolled underwater this scroll quickly re-rolls itself before morphing into to a slender bamboo shoot about 5 feet long. It is hollow, and while very narrow the user will find they can breathe through it perfectly. The scroll will remain in this form for the next hour during which for all intents and purposes it is a length of bamboo. At the end of the hour it will collapse into a soggy sheet of parchment.
This angularly carved crystal vial holds a thin light blue liquid. The crystal vial feels chilled to the touch and when let sit for long periods of time it forms crystals throughout the liquid that quickly dissipate when disturbed again. When it’s poured out of its container or shattered it steams and hisses as it freezes any inanimate object or liquid it touches. As it pools on the ground it forms a 10 foot square patch of smooth ice. Any creature that crosses this patch of ice must make a DC 12 dexterity check or end their turn and fall prone. It begins to melt after 1 minute. If it is consumed, the creature must make a DC 14 constitution check unless they are immune to cold damage. On a failure they take 3d6 cold damage and are Paralyzed for 1 minute, they may repeat this saving throw at the end of each turn. On a success they take half damage and are not paralyzed.
This monotone pocket watch is mesmerizing to a fault. It’s somehow cheering though, and as a bonus action you can pull it out to check the time, gaining an extra spring in your step and a +10 bonus to your movement speed for the next minute.
Any creature who checks the time on this watch is momentarily disoriented. They are unable to read a map or discern cardinal directions for the next minute, making it very easy for them to become lost.
When this light gray parchment scroll is rolled tightly and bent over the knee it quickly stiffens as its color shifts to the look of cast iron. Over the next few seconds it elongates to a 4 foot rod that is as straight as an arrow. The rod is about two fingers wide, and feels like parchment but has all the properties of iron. It weighs 4 pounds and can support up to 400 pounds. The scroll will remain in this form for the next hour. At the end of one hour it will shrink down its previous size but will keep its metalic properties.
This scroll appears to be a summoning spell to anyone who is not familiar with this scroll. If this scroll is activated it crumples itself and begins to inflate until it resembles a paper lantern. It then floats at head height an arms length behind the creature that activated it, casting light out to 15 feet. The scroll remains in this form for the next 8 hours or until it is damaged. When the 8 hours are up or it is damaged it sets alight and burns to ash. If it is put out it continues to dim until the light extinguishes completely and falls to the ground.
When you unroll this parchment scroll it grows in size and thickness until it is an inch width thick and long enough to encircle you, floating in place for a moment as purple glyphs are pulled towards it. When it becomes saturated with glyphs it flies towards you and attempts to attach itself. You can attempt to resist it with a Strength check (DC 14), or dodge it with a Dexterity(Acrobatics) check (DC 18).
On a failure, or if you are willing, it cinches around your abdomen and the glyphs begin circling your body. While wearing the scroll you have advantage on saves against spells targeting only you. The scroll crumbles to dust after 1 hour or the next time you take Lightning damage.
While wearing the scroll you have a 10 foot penalty to your movement and can not take it off until it is destroyed or
These bulky leather gloves are decorated with a white filigree and are chill to the touch. If you grapple a creature with both hands while you are wearing these gloves that creature takes 1d6 cold damage each turn until they are no longer grappled. If they break the grapple they must roll a Constitution saving throw equal to 8 + your proficiency bonus. On a failure they are Restrained by ice until the beginning of their next turn.
This spear has an uncommonly large head with a blueish hue and an intricate etching of a winter landscape across it. When thrown it creates a billowing cloud of snowflakes in a 10-foot radius from the point it strikes that heavily obscures the area until the end of your next turn.
Additionally, as an action you can drive the spear into the ground, creating a 15-foot radius of frost and ice. Stagnant and slow moving water within this area is also frozen, and any nonmagical fires are extinguished. This area remains frozen and is considered difficult terrain until the beginning of the turn after you remove the spear from the ground.
This dagger has a blade of pure unbreaking ice on a hilt of cold steel. Its jagged edge is only further accentuated by the shards protruding from it. There are 6 large shards and on each successful attack one lodges itself within the target. For each shard stuck in the target it takes 1d4 cold damage at the start of its turn. The shards can be removed as action but they melt within 10 minutes once detached from the dagger and cannot be re-attached. All expended shards regenerate at dawn.
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 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