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Coldhand

Coldhand
Ring, uncommon (requires attunement)

This iron band is ringed with frost and embedded with milky blue uncut larimar. The hand upon which you wear the ring is pale and ice cold to the touch. The ring has 3 charges, and it regains all expended charges daily at dawn. You can expend 1 charge while wearing the ring to do one of the following options:

Chilling Blow. When you hit a target with an unarmed strike or a melee weapon attack, the target takes an extra 2d6 cold damage and it must make a successful DC 13 Constitution saving throw or it can’t take reactions and its speed is halved until the end of its next turn.

Ice Javelin. When you take the Attack action, if your ring-wearing hand is free, you can replace one of the attacks with a special thrown weapon attack. As part of the attack, you summon a javelin made of ice and throw it at a target that you can see within range. The ice javelin uses the damage die and weapon properties of a typical javelin. Hit or miss, the javelin then explodes. The target of your attack and each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 2d6 cold damage. If the attack hit, the target has disadvantage on this saving throw.

The cloaked ranger rode into town on a reindeer, and a pall of silence fell upon the villagers. Icicles hung from its antlers and the fringe of the traveler’s mantle was stiff with frost. A young stablehand stepped forth and feebly offered to lodge the beast for the night, but the ranger’s only response was to hold out a frost-blackened fist. The stablehand instinctively responded, and a ring was dropped into his cupped hands…

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