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.
|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 Forked 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|