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When ever you would make the attack action, originating from you or your shadow, you may do so with the following attacks using Dexterity for attacks and damage bonuses:

  • Doomguide's Blade: A spectral blade of Kelemvor's wrath appears in your hand as a bastard sword of radiant light.  Dealing 2d8+3+Dexterity Radiant damage.
  • True Talon: A spectral polearm of The Raven Queen's mercy appears in your hands as a scythe of pure darkness.  Dealing 2d10+3+Dexterity additional Necrotic damage with a reach of 10 feet.
  • Judge's Wrath: A spectral bludgeon of Kelemvor's vengeance forms in your hand as a mace of radiant light.  Deals 1d6+3+Dexterity Radiant damage.  Alternatively, as an action, you may slam the mace into the ground.  All hostile creatures within 10 feet of you must make a Dexterity saving throw, DC 20, or take the weapon's damage.  Undead automatically fail the Dexterity saving throw and must make a Constitution saving throw, DC 20.  On a failure they are frightened of you for 1 minute or until they are damaged.  If the undead is of CR 4 or lower, they are immediately destroyed on a failed save.
  • Raven's Cry: A spectral polearm of The Raven Queen's sympathy forms in your hand as a spear of pure darkness.  Dealing 1d6+3+Dexterity Necrotic damage with a range of 40 feet.  After you hit a creature with this weapon, you may use a bonus action to sprout raven wings of pure darkness from your back and fly to an unoccupied space within 5 feet of the target.  While in complete darkness, you may teleport to an unoccupied space within 5 feet of the target instead.

Only during the turn after the "Blessing of the Martyr" reaction was used.  Each attack action can only be used once per turn.

  • Executioner's Guillotine: A spectral blade of Ilmater's suffering appears in your hands as a greatsword of blood and razor wire.  Dealing 4d6+3+Dexterity+triggering damage Slashing damage.
  • Curse of Pain: A spectral flail of Ilmater's tears appears in your hand as a whip of blood and thorns.  Dealing 1d4+3+Dexterity Piercing damage with a reach of 15 feet.  After you hit a creature with this weapon, the target must make a Constitution saving throw, DC 20.  On a failure, you cause a stabbing collar and manacles to appear on the target.  Until the start of your next turn, when ever the target takes damage from any source, they take additional Piercing damage equal to this weapon's damage.
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