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You gain the following two Channel Divinity Options: | You gain the following two Channel Divinity Options: | ||
*'''Sacred Weapon.''' As an Action, you can imbue one Weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma Modifier to Attack Rolls made with that Weapon. The Weapon also emits Bright Light to a Range of 20ft and Dim Light an additional 20ft. If the Weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other Action. If you are no longer holding or carrying this Weapon, or if you fall Unconscious, this effect ends. | *'''Sacred Weapon.''' As an Action, you can imbue one Weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma Modifier to Attack Rolls made with that Weapon. The Weapon also emits Bright Light to a Range of 20ft and Dim Light an additional 20ft. If the Weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other Action. If you are no longer holding or carrying this Weapon, or if you fall Unconscious, this effect ends. | ||
*'''Turn the Unholy.''' As an Action, you present your Holy Symbol and speak a prayer censuring Highlings and Undead, using your Channel Divinity. Each Highling or Undead that can see or hear you within 30ft of you must make a Wisdom Saving Throw. If the creature fails its Saving Throw, it is | *'''Turn the Unholy.''' As an Action, you present your Holy Symbol and speak a prayer censuring Highlings and Undead, using your Channel Divinity. Each Highling or Undead that can see or hear you within 30ft of you must make a Wisdom Saving Throw. If the creature fails its Saving Throw, it is Turned for 1 minute or until it takes damage. A Turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30ft of you that would be closer than its current space. It also can’t take Reactions. For its Action, it can only take the Dash Action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature must take the Dodge Action. | ||
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