Magic Items
Frostwalker Boots
Wondrous item, uncommon
These enchanted boots, covered in intricate frost-like patterns, allow the wearer to traverse icy and snowy terrain with ease. While wearing these boots, you suffer no movement penalty for difficult terrain caused by ice or snow, and you leave no tracks in the snow while moving at any pace.
Additionally, once per day as an action, you can activate the boots to freeze water beneath your feet, allowing you to walk on water as if it were solid ground. This effect lasts for 10 minutes.
Aurora Lantern
Wondrous item, rare
This lantern, containing a fragment of a captured aurora, emits a mesmerizing light display. When lit, the Aurora Lantern bathes the surrounding area in captivating light, extending bright light for 30 feet and dim light for an additional 30 feet.
Once per day, as an action, you can activate the lantern to cast the Hypnotic Pattern spell (Spell Save DC 15), centered on the lantern. This effect does not require concentration and lasts for 1 minute.
Note: The lantern operates without the need for fuel, relying solely on the magic of the trapped aurora.
Cloak of the Northern Flames
Wondrous item, very rare
This magnificent winter cloak, adorned with glowing stars, is woven with magic to protect its wearer in frosty regions. While wearing this cloak, you have resistance to cold damage, and as long as the cloak remains dry, you automatically succeed on saving throws against the effects of extreme cold.
This cloak has 5 charges. When you are hit by a melee attack, you can use your reaction to expend one of the cloak's charges, causing a star to burst. When a star bursts, dealing 1d6 fire damage to the attacker and forcing them to make a DC 15 Constitution saving throw. On a failed save, the attacker is blinded until the start of their next turn. The cloak regains 1d4 + 1 expended charges daily at midnight.
Dagger of the Glacial Path
Weapon (dagger), uncommon
Crafted from enchanted ice, this dagger not only maintains its edge but also carries the chill of the deepest winter. On a hit, targets take an extra 1d6 cold damage.
Furthermore, you can throw the dagger up to 60 feet into the ground, creating a 10-foot square area of icy difficult terrain upon impact. Creatures starting their turn in this area must make a DC14 Dexterity saving throw or fall prone. A creature must use an action to retrieve the dagger after being thrown.