Returning (5e Variant Rule)

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A weapon with the returning property has an aerofoil design that allows it to return to the thrower when thrown.

If you make a ranged attack with a returning weapon you are proficient with and miss, you catch it at the end of your turn if you still have a free hand. Returning weapons need lots of space to bank and return to the thrower. There must be no obstructions (such as walls or trees) in a circle around the target of diameter equal to the distance to the target.

Returning Weapons[edit]

Returning Weapons Cost Damage Weight Properties
Bladed Boomerang 5 gp 1d6 slashing 2 lb. Finesse, Light, returning, thrown (range 30/120)
Boomerang 1 gp 1d4 bludgeoning 1 lb. Light, returning, thrown (range 30/120)
Chain Wind Staff (Shinobi World Supplement)
Giant Boomerang 50 gp 1d10 bludgeoning 6 lb. Heavy, returning, thrown (range 20/80), two-handed
Halo 15 gp 1d8 bludgeoning 1/3 lb. Light, Finesse, Special, Returning, Thrown (range 30/120)
Kettenhund 10 gp 1d6 piercing 8 lb. Thrown (20/40), Returning, Special
Lizal Boomerang
Lizal Forked Boomerang
Lizal Tri-Boomerang
Throwing Glaive 25 gp 1d4 slashing 3 lb. Finesse, light, returning, thrown (range 30/60)
Treasure (Hyrule Supplement)
War Fan 15 gp 1d6 slashing or bludgeoning 3 lb. Light, Finesse, Thrown (20/40), Returning
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See also: Ricochet Master (5e Feat)
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