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My initial thought for this month's theme was going to be a series of harsh winter beings that inhabit the furthest reaches of the world. Tough and terrible to fight or face. During development, I realized how boring it might be if everyone was the same kind of evil. So instead, the Winter Crown is going to be the object of love, family, and friendship against the harshness of winter, in the Winter Games.

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For centuries, the crown has been the object of conflict and devastation. Millions have died in endless conquest for this terrible crown, driven to commit unthinkable and violent acts for its power. However, the forces of sovereign beings clashed for so long, that inevitably, even the most determined despots grew weary of war. To prevent further bloodshed, this crown now trade hands peacefully, if a little violently, through the annual Winter Games.

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The Winter CrownWondrous item, legendary (requires attunement)

Avatar of Winter. While you wear this crown, you embody the ideals of Winter, granting you the following benefits:

You have resistance to cold damage.

You constantly emanate an aura of cold. For every 10 minutes that pass, you lower the temperature of the environment within 30 feet of you by 5 degrees, to a minimum of 20 degrees Fahrenheit.

You ignore difficult terrain caused by snow or ice.

Flash Freeze. While wearing the crown, you can use an action to release a burst of icy wind in a 40-foot cone originating from you. Each creature in the area must succeed on a DC 17 Constitution saving throw or be incapacitated. An incapacitated creature can repeat this save at the end of each of its turns, ending the condition on itself on a successful save.The burst also coats all exposed surfaces in the area with 3 inches of icy snow, which melts over the course of 10 minutes if the environmental temperature is above freezing, or 5 minutes if it is 60 degrees Fahrenheit or higher. Until this snow melts, it is difficult terrain. Once used, this property cannot be used again until the next dawn.

Ice Magic. This crown has 5 charges and regains 1d4+1 expended charges daily at dawn. While wearing the crown, you can expend the necessary number of charges to cast one of the following spells (spell save DC 17): bane (1 charge), cone of cold (3 charges), gust of wind (1 charge), sleet storm (2 charge), winter's rebuke (1 charge; as hellish rebuke, but deals cold damage instead of fire).

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