Frostfire Axe (5e Equipment)
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Weapon (battleaxe), legendary (requires attunement)
This cold iron battleaxe is adorned with inscriptions of flames on one side of the axe head and ice on the other head. This magic axe deals an extra 1d6 fire and 1d6 cold damage to any target it hits. The axe itself has a number of unique abilities that can be used to freeze or burn your foes.
Freezing Floor. As a bonus action, you may conjure ice on the ground within 90 feet of you in a 10 foot radius. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a DC 17 Dexterity saving throw. On a failed save, it falls prone. This ice lasts for 1 hour. The axe regains use of this effect at dawn.
Ice Spike. As an action, you may conjure a ice spike out of the axe and shoot it at a creature you can see within 60 feet of you. Make a ranged spell attack with the axe with a +10 bonus. If the spike hits, it deals 3d8 cold damage and 3d8 piercing damage and the creature has its movement speed halved until the start of your next turn. The axe may use this effect 3 times and it regains all uses of this effect at dawn.
Solar Winds. As an action, you may create scalding winds in a 60 feet long and 10 feet wide area within 90 feet of you. Each creature that starts its turn in the area must succeed on a DC 17 Constitution saving throw or take 4d10 fire damage and be set on fire. If a creature is set on fire, at the start of each of the target's turns the target must make a DC 19 Constitution. On a failed save, it takes 1d8 fire damage. On a successful save, the magical fire putters ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the magical fire ends. The axe may use this effect once and it regains use of this effect at dawn.