Origin Feat
As a bonus action, you can empower your Pact Weapon with elemental magic by sacrificing a sliver of your vitality. You take 1d6 necrotic damage, which cannot be reduced or prevented in any way. Until you finish a short or long rest, your Pact Weapon is considered magical (if it isn’t already) and deals an additional 1d6 damage of a type you choose when activating this feature: fire, cold, or lightning. Your Pact Weapon can only hold one active brand at a time, and only you can benefit from its effects. You can use this feature a number of times equal to your proficiency bonus per long rest.
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