Staff, uncommon (requires attunement by a spellcaster)
This staff can be wielded as a magic quarterstaff.
The staff has 6 charges and regains 1d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff shatters like an ice crystal and is destroyed. You can use the charges in the following ways while holding the staff:
Biting Cold. You can expend one charge to reroll any number of damage dice once when you cast a spell that deals cold damage. You must use the new rolls.
Frost Superior. You can expend one charge to temporarily replace the damage type of a spell you cast to cold damage. You can’t replace bludgeoning, piercing, slashing, or psychic damage this way.

Staff, rare (requires attunement by a spellcaster)
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you gain +1 bonus to spell attack rolls.
The staff has 8 charges and regains 1d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff shatters like an ice crystal and is destroyed. You can use the charges in the following ways while holding the staff:
Arctic Ray. You can use an action to expend a number of charges to cast the scorching ray spell, dealing cold instead of fire damage. When you expend 1 charge, you cast the spell at 2nd level, and for each additional charge you upcast the spell by one level.
Biting Cold. You can expend one charge to reroll any number of damage dice once when you cast a spell that deals cold damage. You must use the new rolls.
Frost Superior. You can expend one charge to temporarily replace the damage type of a spell you cast to cold damage. You can’t replace bludgeoning, piercing, slashing, or psychic damage this way.

Staff, very rare (requires attunement by a spellcaster)
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you have resistance to cold damage and gain a +1 bonus to Armor Class and spell attack rolls.
The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff shatters like an ice crystal and is destroyed. You can use the charges in the following ways while holding the staff:
Arctic Ray. You can use an action to expend a number of charges to cast the scorching ray spell, dealing cold instead of fire damage. When you expend 1 charge, you cast the spell at 2nd level, and for each additional charge you upcast the spell by one level.
Biting Cold. You can expend one charge to reroll any number of damage dice once when you cast a spell that deals cold damage. You must use the new rolls.
Frost Superior. You can expend one charge to temporarily replace the damage type of a spell you cast to cold damage. You can’t replace bludgeoning, piercing, slashing, or psychic damage this way.
Impeding Ice. You can expend one charge to reduce the speed of all creatures by 10 feet until the end of their next turn that failed the saving throw against a spell of yours that deals cold damage.

Staff, legendary (requires attunement by a spellcaster)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have immunity to cold damage and gain a +2 bonus to Armor Class and spell attack rolls.
The staff has 15 charges and regains 2d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff shatters like an ice crystal and is destroyed. You can use the charges in the following ways while holding the staff:
Arctic Ray. You can use an action to expend a number of charges to cast the scorching ray spell, dealing cold instead of fire damage. When you expend 1 charge, you cast the spell at 2nd level, and for each additional charge you upcast the spell by one level.
Biting Cold. You can expend one charge to reroll any number of damage dice once or one die to its maximum when you cast a spell that deals cold damage. You must use the new rolls.
Frost Superior. You can expend one charge to temporarily replace the damage type of a spell you cast to cold damage which ignores resistance to cold damage. You can’t replace bludgeoning, piercing, slashing, or psychic damage this way.
Impeding Ice. You can expend one charge to reduce the speed of all creatures to 0 feet until the end of their next turn that failed the saving throw against a spell of yours that deals cold damage.
Snowy Escape. As reaction to taking, you can expend 2 charges to dissolve into snow and teleport to point you can see within 30 feet.

Using Evolving Items
Evolving items can be used as standard magic items—the GM simply determines the rarity at which the item is found. However, when used as evolving items, they typically start at their lowest stage and grow in power over time. The GM decides the conditions for their evolution, allowing for organic progression tied to the story and the characters’ actions. Those conditions could be something like:
- Character Growth. Reaching a specific character level, class level, or proficiency milestone.
- Arcane Empowerment. Enhancing the item through crafting, rituals, or materials obtained via quests or trade.
- Attunement Over Time. Gaining deeper attunement by wielding the item for an extended period or completing a major storyline.
- Thematic Achievements. Fulfilling tasks or trials related to the item’s nature or using the item in a defining moment.
- Divine or Infernal Favor. Gaining recognition from deities, spirits, or other powerful entities tied to the item.
- Environmental Influence. The item changes when exposed to specific locations, celestial events, or magical anomalies (e.g., bathed in moonlight, struck by lightning).
By using evolving items, the GM can weave them into the story, making them feel personal and rewarding as they develop alongside the characters.