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The temporary enchantment these whetstones grant can give any melee fighter an edge...in more ways than one.

Back when I made the 'spell charms' I mentioned I should make more items geared towards melee fighters. I figured Whetstones would be a good choice.

I was thinking of making 'elemental whetstones' too, which bestow a portion of cold, fire, lightning damage...etc. These enchantments at least give the melee fighter an interesting enchantment to play with for a limited time.

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5eMagic.Shop

Throwing out some ideas this inspired for my campaign, which is admittedly high magic, so a few of these are more powerful. Harrying: when you attack only one creature in a round, you can add +1 to any attack rolls you make against that same creature in the following round. This effect can stack round after round to a maximum of +3. Hunting: while sharpening, you select a particular creature type, and it adds 1d4 damage to attacks against that type. Siphoning: any time you do more than 10 damage to a living creature in a single attack, you gain 1d4 temporary hit points. Leafcutting: your attacks do double damage to plants, enabling you to move at normal speed through terrain made rough by overgrowth. Sucker Punching: when you miss with attack, the blade twirls distractingly, and you can use your reaction to make an unarmed attack on the creature you missed. Weapon Binding: after successfully hitting an armed creature, you can use your bonus action to cause your blade to wrap around their weapon. The creature is considered grappled until they break the grapple, release the weapon, or you use a bonus action to command your weapon to release the bound weapon.

Jinxer

I can totally see these being banned at tourneys, but fair game in back alley fights