After being given visions by the gods of hordes of undead scouring the land, several hermits came together and created enchantments to imbue weapons in preparation for this fight. This enchantment was especially potent, and used to great effect on ranged weapons.
Weapon Enchantment: can only be used to enchant weapons with a modified version of the Cleric spell: Channel Divinity: Turn Undead.
To activate spell: Wielder of the enchanted weapon (player) is required to audibly make a prayer to their chosen deity, asking for assistance against the undead creature they face. [Depending upon the strength or conviction of the prayer given by the (player), Dungeon Masters may choose to accept or refuse the prayer at their discretion, thereby allowing the spell to be cast by the weapon, or not. DMs must make this determination before the WIS saving throw.]
When used on ranged weapons: After a successful ranged attack, the undead creature must make a successful wisdom saving throw or else spend every turn trying to get as far away from the wielder as possible. The creature may not move to a space within 30ft of the wielder, and also cannot take any reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
When used on melee weapons: After a successful melee attack, the undead creature must make a successful wisdom saving throw or else spend every turn trying to get as far away from the wielder as possible. The creature may not move to a space within 30ft of the wielder, and also cannot take any reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.