Scepter of Seasons
Rod, legendary (requires attunement)
The core of this scepter is made of dark wood as sturdy as adamantine. Twin branches entwine around it in tight loops, one with leaves of vibrant green, the other utterly devoid of them and flecked with white snow. Attuning to the scepter requires spending one hour in a place of extreme summer or winter. Once attuned, the wielder gains access to the following properties.
Seasonwalker. In winter, the wielder has resistance to cold damage. In summer, the wielder has resistance to fire damage.
Shifting Seasons. As an eight-hour ritual, the wielder can alter the weather on its current plane to either summer or winter. The changes happen over the course of an hour once the ritual is completed. The wielder can determine the intensity of the new weather, choosing from anything between what is typical for that region up to scorching heat in summer or artic cold in winter. Rules for extreme cold and heat are found in the Dungeon Master’s Guide.
Stormshaper. As an action, the wielder can change the level of wind and precipitation in a 100-mile radius. The effects are similar to the spell control weather, but they happen instantly, and this ability can’t change the temperature of an area. Rules for strong winds and heavy precipitation are found in the Dungeon Master’s Guide.
Summer Heat. While the weather is summer, the wielder can use an action to call down a blast of intense heat at a point the wielder can see within 150 feet. Creatures within 60 ft. of that point must succeed on a DC 18 Constitution saving throw or take 12d6 radiant damage and be blinded for one minute. On a success, a creature takes half as much damage and isn’t blinded by this effect. This ability only functions with a clear view of the sky. Once used, this property can’t be used again until the next dawn.
Winter Chill. While the weather is winter, the wielder can use an action to invoke a whirlwind of deepest cold on a point the wielder can see within 150 feet. Creatures within 60 ft. of that point must succeed on a DC 18 Constitution saving throw or take 4d6 cold damage at the start of each of their turns and have their speed reduced by half. On a success, a creature takes half as much damage and its speed isn’t reduced by this effect. Once used, this property can’t be used again until the next dawn.
Ref: T&H p278