You have a +3 bonus to attack and damage rolls made with this magic weapon.
Random Properties. Auril’s Bane has the following randomly determined properties, as described in chapter 7 of the Dungeon Master’s Guide.
- 2 minor beneficial properties
- 1 major beneficial property
- 1 major detrimental property
Auril’s Bane has 10 charges. When you hit a creature with an attack from Auril’s Bane you can expend any number of charges to add 2d6 cold damage to the attack for each expended charge.
Wielding Auril’s Bane gives the wearer resistance to cold damage.
at the end of a long rest Auril’s Bane regains 1d6+3 charges. If Auril’s Bane has 0 charges at the end of a long rest the blessing wears off but still retains its core strength of +3.
Proficiency with a Glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Notes: Bonus: Magic, Damage: Cold, Resistance: Cold, Requires blessing from Auril, Damage, Combat, Heavy, Reach, Two-Handed, Graze
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