Clothing
The Setting thread for this game has a look at clothing options, but the short version is:
Any quilted/padded armor will be equivalent to thick clothing, but will need better gloves and boot, most likely.
Locally acquired Quilted/Padded and Hide Armor is made with the winters in mind, and count as thick clothing including gloves and boots.
Hats may be an issue, and cloaks to keep the rain off are not included.
Robes can be worn over most armor and clothing, and will turn traveler's clothes into basic cold weather clothing. They may help offset the heat dissipating properties of metal armor in the snow, but not by a lot (unless enchanted, of course). Keep in mind that robes are only an extra 4 pound of cloth, presumably wool. That's why they only help over Traveler's Clothing, which is already built for milder chills. It's still not as good as Furs or heavy quilted clothing. It will provide only partial protection vs the full effects of extreme cold.
There is a minor magical item produced at The Keep in Siberia if you can afford it that protects one down to -20 degrees even in metal armor. In keeping with the rules regarding magic item creation in Xanathar's, you'll need to acquire a rare component to make it from. That will be covered in The Keep thread. It should be fairly affordable. More or less.
This message was last edited by the GM at 02:23, Wed 01 Jan 2020.