Brazier of Blizzards
Wondrous item, legendary (requires attunement by a spellcaster)
This brazier was carved from glacial ice and treated over the course of several years with the blood of an ancient white dragon, infusing it with tremendous magic.
This brazier has 15 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the brazier melts and is destroyed. As a bonus action, you can ignite this brazier, causing a harmless torrent of blue flame to launch into the sky above you. Once lit in this way, you can expend charges to cast the following spells from it as an action, using your spell save DC: cone of cold (5 charges), freezing sphere (6 charges), gust of wind (2 charges), ice storm (4 charges), sleet storm (3 charges), or storm of vengeance (12 charges).
Additionally, while ignited, you can expend 10 charges to cast control weather over the course of 10 minutes. When cast in this way, the precipitation condition always changes to blizzard and the temperature condition always changes to arctic cold, regardless of the starting condition.
The brazier weighs 5 pounds.
Frozen Fistwraps
Wondrous item, rare
Made of cloth woven from the beards of frost giants, these hand wraps radiate glacial energy.
When you hit with an unarmed strike attack while wearing these magical hand wraps, the target takes an extra 1d6 cold damage.
Additionally, these wraps shed bright light in a 5-foot radius and dim light for an additional 5 feet.
Glacial Plate
Armor (plate), very rare (requires attunement)
This plate armor appears to be made of moving glacial ice, consistently shifting and changing as if the ice melt within were moving, but it is as steel to the touch.
While wearing this armor, you gain a +1 bonus to AC. In addition, this armor has two charges. As an action, you may expend a charge to cast fire shield. When you do so, you must select the chill shield effect.
All charges reset at dawn.
Pelt of Winter's Heart
Wondrous item, uncommon (requires attunement by a druid)
Worn over the shoulder like a cape, this pelt resembles that of a winter wolf, though it possesses no head nor claws.
While attuned, you are adapted to cold climates, suffering none of the negative effects of exposure to such climates. Additionally, when you use your Wild Shape feature to assume the shape of a beast, you can choose to give it white fur. Doing so grants the beast shape the following benefits:
Snow Camouflage. The beast has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Warm Fur. The beast is resistant to cold damage.
Art Credit
All four images courtesy of Wizards of the Coast.