Talk:Necrotic Naginata (5e Equipment)
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Suggestion[edit]
{{5e Magic Item |name=Necrotic Naginata |type=Weapon |subtype={{5h|e|Naginata}} |rarity=rare |tier=major |attunement=requires attunement |description=This naginata features an ebony handle wrapped with white leather, while the blade itself always smells of blood and seawater. Legend has it that the first one made was used by Leviathan itself. When you hit with an attack using this magic {{5h|e|Naginata}}, the target takes an extra 1d8 necrotic damage. Additionally, a hit creature's hit point maximum is reduced by an amount equal to the damage it takes from attacks using this weapon. }}
Compare to frost brand.
Hit point reduction can be restored with spells like greater restoration, which is still an ordeal but a little more fitting for a weapon of this rarity. - Guy 19:32, 6 November 2024 (MST)
Concerns & Suggestions[edit]
The Necrotic Naginata has an interesting concept, but its current design could use some improve clarity and ease-of-play. Firstly, the “Bloodthirster” effect, which prevents any hit points lost from being restored except by a wish or resurrection, is a bit too strong for a very rare item and better fits the power level of a legendary weapon. Semi-permanent HP reduction is a mechanic that can be challenging to balance fairly in standard play. This effect also creates considerable tracking complexity for DMs, who would need to keep up with constantly changing max HP values for affected enemies (especially if they're also taking damage from other sources), slowing down combat with excessive bookkeeping. Moreover, the weapon’s stages (dormant, stirring, awakened, exalted) lack clear progression rules, it’s unclear whether they are fixed or evolve based on the wielder’s level or some other factor.
As for critiques based on standard rulings and item design, classifying the weapon subtype as a “naginata” rather than using the existing glaive weapon type introduces unnecessary rules complexity, as the glaive in 5e already covers similar eastern-styled polearms. This can cause confusion/rule clutter without adding meaningful differentiation. I was also surprised that this weapon, given its high rarity and strong effects, lacks any inherent magical bonus like a +1 or +2 to attack and damage rolls. Adding a small bonus would be in line with similar rare and legendary weapons and would make it more attractive without further complicating its abilities.
To simplify and maintain its necrotic, anti-healing theme, consider making this a glaive which inflicts the chill touch cantrip once per turn on a successful hit. This'd apply a temporary healing block and some extra necrotic damage that scales naturally with the wielder’s level progression (assuming you'd include cantrip level-scaling). It would keep the weapon’s core flavor without adding new/excessive complexity, be easier to manage as a DM, and be more in line with existing rules.