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Divine Weapon

Casting a divine spell charges your weapon with leftover spirit energy, and the charge burns hotter against creatures opposed to your alignment.

commonCleric

Frequency once per turn Trigger You finish Casting a Spell using one of your divine spell slots on your turn. You siphon residual spell energy into a weapon you're wielding. Until the end of your turn, the weapon deals an additional 1d4 spirit damage. If you are holy or unholy, Strikes with the weapon also gain that trait, and the additional damage increases to 2d4 against creatures of the opposing trait.

Level 6 · Type Class

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