Ok everyone... I've been playing a Dragon born (black) Pal (6) Vengeance / Soc (6) Divine subclass build... for 12 levels now in a long campaign... I'm noticing a few things...
Stat Block
Str: 18 | Dex: 10 | Con: 14 | Int: 14 | Wis: 8 | Cha: 20 | HP: 100 (feats GWF, Pole Arm Master, bump to Cha)
Main items: Toshiro's Plate Mail AC19, Ring of Protection +1, Taiyo Naginata (DM Homebrew +1 Naginata holy relic has a few single use buffs per day on it), periapt of proof against poison, ring of water walking and 12 levels worth of rando magic items from prayer beads, wand of lightening, assorted rings (feather falling, radiant resistance, ring of warmth), helm of comprehend languages blah blah blah... the obvious big issue is attunement slots... hence the ring of protection, the naginata and the rotating 3rd slot depending on what's needed.... (as a back up I have a +2 Grey Ash War Pick and shield... but tend to always try to go with pure polearm and just suck it up)
(I've been the butt end of every passive perception check for 12 levels now... about 2 years of gaming with this group monthly)... I've heard and seen it all as the player... while dear Keto (PC) is oblivious to everything around him...It's got to the point I'm begging the DM to let me use the passive of my Paladin Steed which is higher than mine... he never has... he loves the joke too much...)
(I'm also the butt end of the hit point jokes for front line PC's... we have a barbarian that has like 12 levels of Barbarian hit points and a 22 con... raging he takes half damage so he has the equivalent of like 350 hit points... it's nuts... (he does squeal a bit when taking psych damage) two of the other PC's have picked up con boost belts to get 19's so have Hit Points in the 130-140 area... so I'm by far the only front liner bar the Monk who is sub 130hit points)... which seems like a lot... but there are 6-8 of us playing so when we have a full group... the DM cranks the monsters power up... When you start taking ancient dragon breath weapon hits for massive d6 damage... 100 hit points even running damage resistance magics... goes FAST!!! Needless to say though I'm geared up in full plate and a naga... I'm also the butt end of the are you sure you want to be front line you look like a 7 foot tall squishy soc to me mate... better step back a bit.. ya next to that spindly mage in the back there"... though it's been ages since I've seen us manage to hold a line in anyway... Using Fantasy Grounds during COVID means the DM has actually bust the system reaching the max number of opposition tokens on the board at one time... (city siege battle)..
My experience to date: I don't think I've used command once in 12 levels... heroism is there just in case we bump up against fear generating creatures, and I need to rally the fearful troops (it happens... especially if they are more than 10 feet away from me!), hunters mark is basically useless as it's a concentration spell and I don't think I've used it once there is no way I'd be using hunters mark while in h2h and not using protection from evil, blur, spirit guardians etc... aid is good of course who doesn't bonus hp for 8 hours, find steed is a must of course those paly mounts are super helpful... so is the cavaliers saddle when have no animal handling to speak of!!!, and need to be glued to the back of the mount..., hold person is always useful especially when you quicken it and then move forward for those auto crits with smite damage (for the win... it's devastating), Misty Step is always handy... and Prayer of Healing is because our bloody cleric is hit and miss when he shows up to play... so we need some sort of healing spell which when combined with the soc ability to reroll healing dice if you blow the role is actually quite helpful..
Soc: blade ward, chill touch, fire bolt, guidance, mind sliver, absorb elements, protection from good and evil, shield, blur, counterspell, fireball, haste, spirit guardians
My experience to date... blade ward quickened is very helpful when one is surrounded and being bashed upon... so much that even the blur or protection from evil isn't stopping them... besides who doesn't envy the Barbarian the bugger with his perpetual 1/2 damage... it does bleed meta points though... chill touch is the best way to stop those pesky legendary creatures from healing... spam spam spam..., fire bolt... kind of iffy use since mind sliver came out... setting up team mates to slam in a high DC spell and giving the opposition -1d4 on the save is always helpful... absorb elements is as always useful to survive those pesky high damage cone attacks... shield is an absolute must as a pole arm master... give me AC!... Blur is my absolute most cast spell in H2H when not facing undead/fiends in which case it's protection from evil of course (don't forget to twin to make your party pc's happy... spread the defensive love...)... counterspell is awesome... especially with two Soc's in the party... those re-rolls on a failed counterspell attempt absolutely rock... +5 to the roll plus a reroll (the monk actually just dipped into cleric and now gives us this dead handly d4 to use each turn on something so add that to the counter roll and even countering a level 8 spell isn't outside of th realm of possible with a slightly less chance on the reroll... fireball is hit and miss when I've used it... what more can you say though everyone loves to chuck a fireball now and then... haste I just got and haven't tried twinning it yet... I'm afraid that after the first time I use it and twin it on one of the fighters or both of them... the fighters will stand over me with a club demanding it all the time... spirit guardians... what can I say... causing massive d8 damage each round they are in range of you... (hint check out the AOE difference between 15 feet from you as a medium sized creature and what it looks like under the effects of a potion of enlarge.... who doesn't like that especially in confined spaces... the rogue has even gotten used to making sure he doesn't hide or go invis until after the spell is up if he thinks we are going to cast it...
What I've learned...
> as can be expected when the going gets saving throw heavy... I have a Cha of 20 so the 10 foot +5 mobile ring of saving throw boosting is quite popular...
> Obviously the build has an absolute ton of high octane smite fuel... (4 x 1st, 3 x 2nd, 3 x 3rd, 3 x 4th and a single 5th level slot) add to that we use the stronghold book and I have built a couple of Paladin Shrines so have 3 mega smites (vulnerability to the radiant damage)... the mega smites are one off uses until I go back and spend at week at the shrine... which is a challenge when you are galivanting around the Sword Coast... so assuming I haven't used them they are a nova damage round from hell... if I truly unload max spell level smites, as well as the mega smites (Paladin Stronghold power) and I use a Naganata so have two regular attacks and a butt strike each round... god forbid you've quickened a hold person even losing the but strike two auto crits with vulnerability and max smite damage... it's nasty... The DM is an absolute master of bleeding spell slots though... so no matter how frugal you are the chaff keep coming and bleeding off those 1st level shield slots... etc...
> we've also noticed that counterspell is insanely effective as a Soc... re-rolls of a failed check is a serious boost for 1 magic point... The downside is it blows my reaction and as usual we are always outnumbered, and that kills my ability to use a shield spell as a reaction.. which is always a recipe for bleeding...
> I've thought once or twice about war caster but with the Paly save bonus it's frankly very rare that I fail a concentration check... so I've never taken it... seems like a waste...
> rings of water walking sound benign... but they rock!!! get yourself a ring of water walking for the win... you will be surprised how often that non attunable item is insanely handy for movement on the map...
> another little tid bit if you are smelling sea battles coming up... adamantium backup weapons for the win in sea battles even if it's just a dagger... DM allows me to use my summon mount spell to summon either a warhorse, sea horse, or giant lizard... unfortunately no greater steed possible so no flying mounts... but if you ever play a sea battle get to the rudder and hit that sucker with an adamantium dagger (auto crit) smite the crap out of it... and watch that rudder smash to pieces in one round... sea cav all the way... ;)... no rudder - sea battle almost over... pop a potion of water breathing and you can do your approach under water and only come up to the surface at the rudder... (if you have a sea mount option with our DM... but don't tell him about the adamantium daggers vs objects (rudder) until after he sells you one... that innocuous little dagger is pure gold...
My big question here is... for those experienced Paly/Soc players in the mid levels... I don't see much point in shifting back to Paly at this point the Soc levels are where the attack, buff and smite fuel are... but the main conundrum is that right now... I don't see any way to avoid taking toughness as the level 8 soc feat... I simply need more hp's... by 14th level having 112 hp as an ostensibly a "front line" up close to front line reinforcement and nova damage dealer... well 112 is just too low... for 14th level especially as I don't have an init bonus to speak off... so frequently go after a lot of enemies... which can be painful as no buffs are up yet often as not... just reactions shield / absorb elements...
> Soc spell choice is also critical... so for the next two levels I'm thinking banishment, and greater invis...
> I was tempted to jump back into Paly for one more level to get the relentless avenger movement and the ability to get 2 up to level 2 spells slots back by using Harness Divine Power... instead of one up to 2nd level slot back... but once you dip in for 1 and get to 7... 8 is not far away for the feat... and that's 2 levels lost of Soc spells
Alternative thoughts and ideas anyone who plays a mid level Pal/Soc...? This is the first time I've ever played a Pal / Soc build though it has been two years now... so I'm sure I've made build mistakes... but as they say it is what it is...
This looks real good, but as for your HP issue, here's what I'd do
I'd upcast aid with your 6th lvl spell slot. Give yourself and your party members an extra 25 HP for a whole adventuring day, essentially. That's pretty worth it. I'd keep going with sorc. I'd also ask your DM about switching fighting styles from GWF to defense. 20 AC probably isn't cutting it much at that level, so one more AC will probably give you more staying power while also making your Shield spell all the more effective.
Now, theoretically speaking you should be fine with your high saves, armor, and shield spell. I know in practice, this won't hold up, and your experience can attest for that. Though, I might consider a feat like shield master. If an adult red dragon appeared, I'd might wanna cast bless and switch to a shield. If they let out a fire breath attack, my chances of making my save with the ring of protection, aura of protection, favored by the gods, and bless, I'll have a decent chance of coming out unscathed.
I mean, really, at this point you can do whatever you like. You achieved a 20 in your CHA, and that's the most important thing. You could take Alert to shore up the weakness in initiative, and it also other nice defensive benefits. You could take Lucky, because why not. You could take GWM to give you more damage with your naginata. Don't like the shield master idea but still want to improve your odds at DEX saving throws? Resilient DEX's got you covered. You could dip one level into hexblade to get access to armor of agathys spell for more beefiness, hexblade's curse, and EB or the melee cantrips, and also you'd be boosting your one-handed weapon damage.
If you want to take Tough, you wouldn't be faulted. Normally, it's much more pratical to take an ASI to increase CON to get other benefits like better concentration checks and better saving throws. But if you're hardly failing saving throws and even less your concentration checks, Tough is the way to go for simply more HP.
cheers appreciate the consideration... always helpful to hear ideas someone else has... I've thought about shifting to "sword and board" and do carry that option if the poo really hits the fan and I get desperate... as you say... where I'm at AC20 +5 shield and Blur works well until I'm literally surrounded (which happens often enough), so I'll likely shift to greater invis next. As the saying goes quantity has a certain quality all of it's own... and we generally are not lacking in quantity of opposition certainly the spell slot bleeding phase of any encounter... My nervousness there is two fold first it would spike two feats I've taken to date GWF and Polearm Master... which begs the question are two handed weapons redundant at higher levels as the damage output is less contingent on the 1d8 vs 1d10.... in retrospect going sword and board and defensive would have been the smarter choice for higher levels... I also through this campaign have managed to pick up what amounts to a holy artifact of "my god" the naga is quite potent... and the way our campaign works I suspect it will power up over time +2 etc... It's a nice bit of what I think was homebrew from the DM for a lucky double 20 search at a smiths shop in Neverwinter... RP wise as a divine champion of the god... it's kind of hard to lay it aside (I put it below it's nice little item)... sub optimal for AC... I know, but as RP goes it's been quite central has been quite a potent item...
I've never thought about the hexblade idea... I'll have to look at that at the rate he's been tossing undead / fiends and avatars of evil gods at us... interesting... I've also thought about dumping into a con stat raise... but am tempted to just hold out and try to latch onto one of those con boost items as time passes or we find another... we have two in the group already... the idea of a bearded dragonborn seems odd... but a 19 con is well a 19 con! Attunement slots always makes everyone thinking about what item to use so one of the two might set a belt aside for something else or we find another... we've found two so far... realistically it would have to be some seriously potent piece of magic for them to drop circa 30 hp from their pc though.
"You have a +1 bonus to attack and damage rolls made with this magic weapon.
With a bonus action, the wielder can touch the glaive to something and cast the Light Cantrip with no verbal or material components. The light sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
With a bonus action, the user can activate, the Rising Sun feature. This feature lasts 1 minute (no concentration) and provides the following benefits:
- The naginata does an additional 1d6 Fire damage(2d6 vs. Fiends/Undead) on every hit.
- During the minute, the user has Resistance to Fire.
- The spearhead glows with a light equivalent to a Daylight spell (7th level).
- The user can't be charmed, frightened, or possessed by Fiends/Undead. If the target is already charmed, frightened, or possessed by such a creature, the effect is supressed for the duration. The user and friendly allies within 60' have advantage on saving throws vs. the above-mentioned effects from Fiends/Undead.
The Rising Sun feature can only be used once a day. It recharges at dawn.
________________
A holy weapon to the Sun Goddess Ameratsu. This Naginata was once used by the greatest hero of their faith. It has been lost for a millenia.
A dark wood handle Naginata with a bright silvery blade that never dulls. A silver metal bottom. Where the metal blade meets the wood handle, a thin red silk cloth, covered in Asian symbols made of gold thread is tied..."
Ok everyone... I've been playing a Dragon born (black) Pal (6) Vengeance / Soc (6) Divine subclass build... for 12 levels now in a long campaign... I'm noticing a few things...
Stat Block
Str: 18 | Dex: 10 | Con: 14 | Int: 14 | Wis: 8 | Cha: 20 | HP: 100 (feats GWF, Pole Arm Master, bump to Cha)
Main items: Toshiro's Plate Mail AC19, Ring of Protection +1, Taiyo Naginata (DM Homebrew +1 Naginata holy relic has a few single use buffs per day on it), periapt of proof against poison, ring of water walking and 12 levels worth of rando magic items from prayer beads, wand of lightening, assorted rings (feather falling, radiant resistance, ring of warmth), helm of comprehend languages blah blah blah... the obvious big issue is attunement slots... hence the ring of protection, the naginata and the rotating 3rd slot depending on what's needed.... (as a back up I have a +2 Grey Ash War Pick and shield... but tend to always try to go with pure polearm and just suck it up)
(I've been the butt end of every passive perception check for 12 levels now... about 2 years of gaming with this group monthly)... I've heard and seen it all as the player... while dear Keto (PC) is oblivious to everything around him...It's got to the point I'm begging the DM to let me use the passive of my Paladin Steed which is higher than mine... he never has... he loves the joke too much...)
(I'm also the butt end of the hit point jokes for front line PC's... we have a barbarian that has like 12 levels of Barbarian hit points and a 22 con... raging he takes half damage so he has the equivalent of like 350 hit points... it's nuts... (he does squeal a bit when taking psych damage) two of the other PC's have picked up con boost belts to get 19's so have Hit Points in the 130-140 area... so I'm by far the only front liner bar the Monk who is sub 130hit points)... which seems like a lot... but there are 6-8 of us playing so when we have a full group... the DM cranks the monsters power up... When you start taking ancient dragon breath weapon hits for massive d6 damage... 100 hit points even running damage resistance magics... goes FAST!!! Needless to say though I'm geared up in full plate and a naga... I'm also the butt end of the are you sure you want to be front line you look like a 7 foot tall squishy soc to me mate... better step back a bit.. ya next to that spindly mage in the back there"... though it's been ages since I've seen us manage to hold a line in anyway... Using Fantasy Grounds during COVID means the DM has actually bust the system reaching the max number of opposition tokens on the board at one time... (city siege battle)..
Spell load out...
Pal: bane, bless, command, cure wounds, heroism, hunters mark, Aid, Find Steed, Hold Person, Misty Step, Prayer of Healing
My experience to date: I don't think I've used command once in 12 levels... heroism is there just in case we bump up against fear generating creatures, and I need to rally the fearful troops (it happens... especially if they are more than 10 feet away from me!), hunters mark is basically useless as it's a concentration spell and I don't think I've used it once there is no way I'd be using hunters mark while in h2h and not using protection from evil, blur, spirit guardians etc... aid is good of course who doesn't bonus hp for 8 hours, find steed is a must of course those paly mounts are super helpful... so is the cavaliers saddle when have no animal handling to speak of!!!, and need to be glued to the back of the mount..., hold person is always useful especially when you quicken it and then move forward for those auto crits with smite damage (for the win... it's devastating), Misty Step is always handy... and Prayer of Healing is because our bloody cleric is hit and miss when he shows up to play... so we need some sort of healing spell which when combined with the soc ability to reroll healing dice if you blow the role is actually quite helpful..
Soc: blade ward, chill touch, fire bolt, guidance, mind sliver, absorb elements, protection from good and evil, shield, blur, counterspell, fireball, haste, spirit guardians
My experience to date... blade ward quickened is very helpful when one is surrounded and being bashed upon... so much that even the blur or protection from evil isn't stopping them... besides who doesn't envy the Barbarian the bugger with his perpetual 1/2 damage... it does bleed meta points though... chill touch is the best way to stop those pesky legendary creatures from healing... spam spam spam..., fire bolt... kind of iffy use since mind sliver came out... setting up team mates to slam in a high DC spell and giving the opposition -1d4 on the save is always helpful... absorb elements is as always useful to survive those pesky high damage cone attacks... shield is an absolute must as a pole arm master... give me AC!... Blur is my absolute most cast spell in H2H when not facing undead/fiends in which case it's protection from evil of course (don't forget to twin to make your party pc's happy... spread the defensive love...)... counterspell is awesome... especially with two Soc's in the party... those re-rolls on a failed counterspell attempt absolutely rock... +5 to the roll plus a reroll (the monk actually just dipped into cleric and now gives us this dead handly d4 to use each turn on something so add that to the counter roll and even countering a level 8 spell isn't outside of th realm of possible with a slightly less chance on the reroll... fireball is hit and miss when I've used it... what more can you say though everyone loves to chuck a fireball now and then... haste I just got and haven't tried twinning it yet... I'm afraid that after the first time I use it and twin it on one of the fighters or both of them... the fighters will stand over me with a club demanding it all the time... spirit guardians... what can I say... causing massive d8 damage each round they are in range of you... (hint check out the AOE difference between 15 feet from you as a medium sized creature and what it looks like under the effects of a potion of enlarge.... who doesn't like that especially in confined spaces... the rogue has even gotten used to making sure he doesn't hide or go invis until after the spell is up if he thinks we are going to cast it...
What I've learned...
> as can be expected when the going gets saving throw heavy... I have a Cha of 20 so the 10 foot +5 mobile ring of saving throw boosting is quite popular...
> Obviously the build has an absolute ton of high octane smite fuel... (4 x 1st, 3 x 2nd, 3 x 3rd, 3 x 4th and a single 5th level slot) add to that we use the stronghold book and I have built a couple of Paladin Shrines so have 3 mega smites (vulnerability to the radiant damage)... the mega smites are one off uses until I go back and spend at week at the shrine... which is a challenge when you are galivanting around the Sword Coast... so assuming I haven't used them they are a nova damage round from hell... if I truly unload max spell level smites, as well as the mega smites (Paladin Stronghold power) and I use a Naganata so have two regular attacks and a butt strike each round... god forbid you've quickened a hold person even losing the but strike two auto crits with vulnerability and max smite damage... it's nasty... The DM is an absolute master of bleeding spell slots though... so no matter how frugal you are the chaff keep coming and bleeding off those 1st level shield slots... etc...
> we've also noticed that counterspell is insanely effective as a Soc... re-rolls of a failed check is a serious boost for 1 magic point... The downside is it blows my reaction and as usual we are always outnumbered, and that kills my ability to use a shield spell as a reaction.. which is always a recipe for bleeding...
> I've thought once or twice about war caster but with the Paly save bonus it's frankly very rare that I fail a concentration check... so I've never taken it... seems like a waste...
> rings of water walking sound benign... but they rock!!! get yourself a ring of water walking for the win... you will be surprised how often that non attunable item is insanely handy for movement on the map...
> another little tid bit if you are smelling sea battles coming up... adamantium backup weapons for the win in sea battles even if it's just a dagger... DM allows me to use my summon mount spell to summon either a warhorse, sea horse, or giant lizard... unfortunately no greater steed possible so no flying mounts... but if you ever play a sea battle get to the rudder and hit that sucker with an adamantium dagger (auto crit) smite the crap out of it... and watch that rudder smash to pieces in one round... sea cav all the way... ;)... no rudder - sea battle almost over... pop a potion of water breathing and you can do your approach under water and only come up to the surface at the rudder... (if you have a sea mount option with our DM... but don't tell him about the adamantium daggers vs objects (rudder) until after he sells you one... that innocuous little dagger is pure gold...
My big question here is... for those experienced Paly/Soc players in the mid levels... I don't see much point in shifting back to Paly at this point the Soc levels are where the attack, buff and smite fuel are... but the main conundrum is that right now... I don't see any way to avoid taking toughness as the level 8 soc feat... I simply need more hp's... by 14th level having 112 hp as an ostensibly a "front line" up close to front line reinforcement and nova damage dealer... well 112 is just too low... for 14th level especially as I don't have an init bonus to speak off... so frequently go after a lot of enemies... which can be painful as no buffs are up yet often as not... just reactions shield / absorb elements...
> Soc spell choice is also critical... so for the next two levels I'm thinking banishment, and greater invis...
> I was tempted to jump back into Paly for one more level to get the relentless avenger movement and the ability to get 2 up to level 2 spells slots back by using Harness Divine Power... instead of one up to 2nd level slot back... but once you dip in for 1 and get to 7... 8 is not far away for the feat... and that's 2 levels lost of Soc spells
Alternative thoughts and ideas anyone who plays a mid level Pal/Soc...? This is the first time I've ever played a Pal / Soc build though it has been two years now... so I'm sure I've made build mistakes... but as they say it is what it is...
This looks real good, but as for your HP issue, here's what I'd do
I'd upcast aid with your 6th lvl spell slot. Give yourself and your party members an extra 25 HP for a whole adventuring day, essentially. That's pretty worth it. I'd keep going with sorc. I'd also ask your DM about switching fighting styles from GWF to defense. 20 AC probably isn't cutting it much at that level, so one more AC will probably give you more staying power while also making your Shield spell all the more effective.
Now, theoretically speaking you should be fine with your high saves, armor, and shield spell. I know in practice, this won't hold up, and your experience can attest for that. Though, I might consider a feat like shield master. If an adult red dragon appeared, I'd might wanna cast bless and switch to a shield. If they let out a fire breath attack, my chances of making my save with the ring of protection, aura of protection, favored by the gods, and bless, I'll have a decent chance of coming out unscathed.
I mean, really, at this point you can do whatever you like. You achieved a 20 in your CHA, and that's the most important thing. You could take Alert to shore up the weakness in initiative, and it also other nice defensive benefits. You could take Lucky, because why not. You could take GWM to give you more damage with your naginata. Don't like the shield master idea but still want to improve your odds at DEX saving throws? Resilient DEX's got you covered. You could dip one level into hexblade to get access to armor of agathys spell for more beefiness, hexblade's curse, and EB or the melee cantrips, and also you'd be boosting your one-handed weapon damage.
If you want to take Tough, you wouldn't be faulted. Normally, it's much more pratical to take an ASI to increase CON to get other benefits like better concentration checks and better saving throws. But if you're hardly failing saving throws and even less your concentration checks, Tough is the way to go for simply more HP.
cheers appreciate the consideration... always helpful to hear ideas someone else has... I've thought about shifting to "sword and board" and do carry that option if the poo really hits the fan and I get desperate... as you say... where I'm at AC20 +5 shield and Blur works well until I'm literally surrounded (which happens often enough), so I'll likely shift to greater invis next. As the saying goes quantity has a certain quality all of it's own... and we generally are not lacking in quantity of opposition certainly the spell slot bleeding phase of any encounter... My nervousness there is two fold first it would spike two feats I've taken to date GWF and Polearm Master... which begs the question are two handed weapons redundant at higher levels as the damage output is less contingent on the 1d8 vs 1d10.... in retrospect going sword and board and defensive would have been the smarter choice for higher levels... I also through this campaign have managed to pick up what amounts to a holy artifact of "my god" the naga is quite potent... and the way our campaign works I suspect it will power up over time +2 etc... It's a nice bit of what I think was homebrew from the DM for a lucky double 20 search at a smiths shop in Neverwinter... RP wise as a divine champion of the god... it's kind of hard to lay it aside (I put it below it's nice little item)... sub optimal for AC... I know, but as RP goes it's been quite central has been quite a potent item...
I've never thought about the hexblade idea... I'll have to look at that at the rate he's been tossing undead / fiends and avatars of evil gods at us... interesting... I've also thought about dumping into a con stat raise... but am tempted to just hold out and try to latch onto one of those con boost items as time passes or we find another... we have two in the group already... the idea of a bearded dragonborn seems odd... but a 19 con is well a 19 con! Attunement slots always makes everyone thinking about what item to use so one of the two might set a belt aside for something else or we find another... we've found two so far... realistically it would have to be some seriously potent piece of magic for them to drop circa 30 hp from their pc though.
"You have a +1 bonus to attack and damage rolls made with this magic weapon.
With a bonus action, the wielder can touch the glaive to something and cast the Light Cantrip with no verbal or material components. The light sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
With a bonus action, the user can activate, the Rising Sun feature. This feature lasts 1 minute (no concentration) and provides the following benefits:
- The naginata does an additional 1d6 Fire damage(2d6 vs. Fiends/Undead) on every hit.
- During the minute, the user has Resistance to Fire.
- The spearhead glows with a light equivalent to a Daylight spell (7th level).
- The user can't be charmed, frightened, or possessed by Fiends/Undead. If the target is already charmed, frightened, or possessed by such a creature, the effect is supressed for the duration. The user and friendly allies within 60' have advantage on saving throws vs. the above-mentioned effects from Fiends/Undead.
The Rising Sun feature can only be used once a day. It recharges at dawn.
________________
A holy weapon to the Sun Goddess Ameratsu. This Naginata was once used by the greatest hero of their faith. It has been lost for a millenia.
A dark wood handle Naginata with a bright silvery blade that never dulls. A silver metal bottom. Where the metal blade meets the wood handle, a thin red silk cloth, covered in Asian symbols made of gold thread is tied..."