You present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails it, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can‚Äôt willingly move to a space within 30 feet o f you. It also can‚Äôt take 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‚Äôs nowhere to move, the creature can use the Dodge action.
You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
You gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon.
Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it‚Äôs armor or a +1 bonus to attack and damage rolls if it‚Äôs a weapon.
Once you use this feature, you can‚Äôt use it again until you finish a long rest.
You can use your Channel Divinity to create simple items. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual‚Äôs end, magically forming even nonmetal parts of the creation.
The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.