Common
- Case of Preservation, 20 gp. Scroll or map case with protects contents from damage caused by fire, exposure to water, age, or vermin.
- Charm of Restoration, 65 gp. When targeted by a spell or effect that heals hit points, gain 1 extra hit point
- Commander's Helm (soft radiant halo), 64 gp. Appears as a soft radiant halo which sheds 10 bright light and an additional 10 ft dim light. While wearing the helm, you can use an action to make your voice loud enough to be heard clearly by anyone within 300 feet of you until the end of your next turn.
- Container of Heat and Frost, 39 gp.
- This heavy iron container is adorned
with 3 arcane symbols along the edge of its removable lid. The container
can hold up to 1 gallon of liquid. As an action, you can press 1 of the
container's arcane glyphs to heat the liquid inside to a boil (212
degrees Fahrenheit), chill it (33 degrees Fahrenheit), or maintain its
current temperature (keeping it between 33 and 212 degrees Fahrenheit).
Once pressed, the selected glyph glows either red, blue, or yellow,
respectively.
It takes 1 minute to boil or chill a liquid. Pressing the glyph again as an action ends the heating or cooling process early. After boiling or chilling the liquid, the container maintains its hot or cool temperature, respectively.
- This heavy iron container is adorned
with 3 arcane symbols along the edge of its removable lid. The container
can hold up to 1 gallon of liquid. As an action, you can press 1 of the
container's arcane glyphs to heat the liquid inside to a boil (212
degrees Fahrenheit), chill it (33 degrees Fahrenheit), or maintain its
current temperature (keeping it between 33 and 212 degrees Fahrenheit).
Once pressed, the selected glyph glows either red, blue, or yellow,
respectively.
- Heat Stone, 20 gp. While carrying this stone, you are comfortable in and can tolerate temperatures as low as 20 degrees Fahrenheit Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as –50 degrees Fahrenheit.
- Lantern of Tracking (Giants), 100 gp. While the lantern is within 300 feet of any creature of that type, its flame turns bright blue. The lantern doesn't pinpoint the creature's exact location, however.
- Oil of Sharpening, 29 gp. You can apply this fine, silvery oil to one piercing or slashing weapon or up to 5 pieces of piercing or slashing ammunition. Applying the oil takes 1 minute. For 1 hour, any attack with the coated item scores a critical hit on a roll of 19 or 20.
- Orb of Time, 50 gp. While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.
- Pipe of Remembrance, 50 gp. This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn.
- Pole of Collapsing, 55 gp. While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
- Shield of the Fallen, 64 gp. Your allies can use this shield to move you when you aren't capable of moving. If you are paralyzed, petrified, or unconscious, and a creature lays you on this shield, the shield rises up under you, bearing you and anything you currently wear or carry. The shield then follows the creature that laid you on the shield for up to 1 hour before gently lowering to the ground. This property otherwise works like the Tenser's floating disk spell. Once used, the shield can't be used this way again for 1d12 hours.
- Wands
- Oakwood Wand, 67 gp. You can use this wand as a spellcasting focus. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can expend 1 charge as an action to cast the detect poison and disease spell from it. When you cast a spell that deals cold damage while using this wand as your spellcasting focus, the spell deals 1 extra cold damage.
- Snowpine Wand, 67 gp. You can use this wand as a spellcasting focus. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can expend 1 charge as an action to cast the beast bond spell from it. When you cast a spell that deals radiant damage while using this wand as your spellcasting focus, the spell deals 1 extra radiant damage.
- Wand of Ignition, 19 gp. The cracks in this charred and blackened wooden wand glow like live coals, but the wand is merely warm to the touch. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to set fire to one flammable object or collection of material (a stack of paper, a pile of kindling, or similar) within 10 feet of you that is Small or smaller. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of extinguishing.
Uncommon
- Barricade Shield, 449 gp (link for details)
- Battlement Bow, (longbow or shortbow, requires attuenemnt), 499 gp. This magic bow is enchanted with passive abjuration protections. When you hit a creature with a ranged attack using this bow, the bow creates a thin barrier of protective magic that stays between you and that creature until the start of your next turn. If you hit a different creature while protected by this barrier, the barrier moves to defend you against the new target instead. While the barrier is protecting you against a creature in this way, you're considered to have half cover against that creature's ranged attacks and spell effects.
- Boots of the Winterlands, 10,000 gp
- Cold Iron Weapons, 2,000 gp + price of the weapon. Use an additional damage die when hitting Fey creatures.
- Commander's Plate, 2,100 gp. This armor is typically emblazoned or decorated with imagery of lions, bears, griffons, eagles, or other symbols of bravery and courage. While wearing this armor, your voice can be clearly heard by all friendly creatures within 300 feet of you if you so choose. Your voice doesn't carry in areas where sound is prevented, such as in the area of the silence spell. Each friendly creature that can see or hear you has advantage on saving throws against being frightened. You can use a bonus action to rally a friendly creature that can see or hear you. The target gains a +1 bonus to attack or damage rolls on its next turn. Once you have rallied a creature, you can't rally that creature again until it finishes a long rest.
- Crown of Deep Winter, 13,200 gp. (link has details).
- Everice Box, 619 gp. (link has details).
- Frostbitten Buckler, (shield, requires attunement) 350 gp. This icy shield has 3 charges and regains all of them each day at dawn. When a creature you can see hits you with a melee attack, you can expend 1 of the shield's charges as a reaction to deal 2d4 cold damage to the attacking creature. After the attack, you gain that same amount of cold damage as temporary hit points that last for up to 1 minute.
- Frozen Dagger, (dagger, requires attunement) 580 gp. Attacks made with this dagger deal cold damage instead of piercing. If you roll a 20 on an attack roll made with this magic weapon, the target must succeed on a DC 12 Constitution saving throw or be paralyzed until the end of its next turn, frozen in place and unable to move. If it succeeds, its movement speed is halved until the end of its next turn instead.
- Goggles of Night, 300 gp. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
- Mountaineer's Crossbow, 420 gp. (details in link).
- Personal Ballista Pendant, (requires attunement), 350 gp. Once per day, as part of a ranged weapon attack, you may declare you are using the pendant's magic before making your attack roll. The projectile you fire grows to three times its normal size, adding two of its damage dice to the attack's damage. The attack roll for this attack is made at disadvantage against creatures of Medium size or smaller.
- Pick of Ice Breaking, 810 gp. (details in link).
- Relentless Bulwark, (requires attunement by a cleric or paladin), 650 gp. This hefty metal shield is virtually impenetrable. The shield has 6 charges and regains 1d4 + 2 expended charges daily at dawn. While holding the shield, you can use an action to expend 1 of its charges to cast the shield of faith spell from it. Whenever you would fail a Constitution saving throw to maintain concentration on this spell, you can use your reaction to expend another charge from the shield to succeed on the saving throw instead. You can only use your reaction in this way if you're holding the shield.
- Ring of Truth Telling, (requires attunement), 150 gp. While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.
- Sentinel Shield, 310 gp. While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
- Sling of Giant Felling, 275 gp. When you hit a Giant creature with a ranged attack roll using this magic sling, the creature must succeed on a DC 18 Constitution saving throw or have the prone condition.
- Sling of Giant Slaying, 275 gp. This sling is made of supple leather and cannot be torn, punctured, or deformed in any way. This sling deals 1d6 damage normally. When attacking Giants or any creature at least two size larger than you, it instead deals 2d6 damage.
- Spearbiter, (shield, requires attunement), 600 gp. The front of this shield is fashioned in the shape of a snarling wolf's head. When a creature you can see within 5 feet of you makes a melee weapon attack against you, you can use a reaction to attack the attacker's weapon, the wolf's head animating and snapping its jaws at the weapon. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. If the result is higher than the attacker's attack roll against you, the attacker's attack misses you. You can't use this property of the shield again until the next dawn.
- Warding Bands, 600 gp. (details in link)
Rare
- Armor of Cold Resistance, 6,000 gp + price of armor
- Coldsnap, 1,100 gp. (details in link
- Horn of Valhalla, Silver, 5,600 gp. You can use an action to blow this horn. In response, paladin spirits from the plane of Seraphar appear within 60 feet of you. These spirits use the berserker statistics. They return to Seraphar after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. The silver horn summons 2d4 + 2 berserkers. The berserkers are friendly to you and your companions and follow your commands.
- Mask of the War Chief, Winter Wolf, (requires attunement), 7,800 gp. These fierce yet regal war masks are made by shamans in the cold northern mountains for their chieftains. Carved from the wood of alpine trees, each mask bears the image of a different creature native to those regions. Carved in the likeness of a winter wolf, this white mask is cool to the touch. While wearing it, you have resistance to cold damage. In addition, you can use an action to exhale freezing air in a 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 3d8 cold damage on a failed save, or half as much damage on a successful one. This mask can't be used this way again until the next dawn.
- Radiant Defender, (maul, requires attunement), 11,000 gp. This maul has a narrow shield covering its handle that can be rotated to protect the wielder's grip. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While wielding this guarded maul, taking the Dodge action also gives you a +2 bonus to your AC until the start of your next turn. In addition, when you take the Dodge action and a creature within 5 feet of you misses you with an attack, you can use your reaction to make an attack with the maul against that creature. If you hit, the attack deals an extra 1d8 radiant damage. Once you use your reaction to make an attack in this way, you lose the maul's bonus to your AC until you take the Dodge action again.
- Ring of the Frost Knight, 3,600 gp. This white gold ring is covered in a thin sheet of ice and always feels cold to the touch. The ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 charge to surround yourself in a suit of enchanted ice that resembles plate armor. For 1 hour, your AC can't be less than 16, regardless of what kind of armor you are wearing, and you have resistance to cold damage. The icy armor melts, ending the effect early, if you take 20 fire damage or more.
- Sheer Cold, 4,400 gp. (details in link)
- Wand of Winter, (wand, requires attunement), 4,100 gp. This wand looks and feels like an icicle. You must be attuned to the wand to use it. The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No components are required. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
Very Rare
- Frost Brand Weapons, 11,000 gp + price of weapon.
- When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
- In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
- When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
- Staff of Frost, (requires attunement by a druid, sorcerer, warlock, or wizard), 18,000 gp.
- You have resistance to cold damage while you hold this staff.
- The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).
- The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed.
- Winter's Embrace, (breastplate, requires attunement), 35,000 gp . This frosty armor is enchanted to keep its wearer at a constant, comfortable temperature. While wearing this armor, you have resistance to cold and fire damage and ignore difficult terrain created by ice or snow. In addition, while wearing the armor, you can use an action to cast the ice storm spell (6th-level version, save DC 16) from it. When cast in this way, the spell is centered on your location, and you are immune to its effects. Once this property has been used, it can't be used again until the next dawn.
Legendary