This boomerang is crafted from a mysterious, lightweight material and is adorned with faintly glowing runes. When thrown, it exhibits a remarkable control over the winds. The boomerang may have one or more runes etched into it.
Returning Winds Rune: The boomerang magically returns to the thrower's hand after each ranged attack, allowing for continuous use without needing to be retrieved.
Whirling Gusts Rune: When thrown, the boomerang creates a localized gust of wind in a 10-foot line along its path. Small or Medium creatures in that line must succeed on a DC 12 Strength saving throw or be pushed 5 feet in the direction of the throw.
Precision Strikes Rune: The wielder gains a +1 bonus to attack and damage rolls with the boomerang.
Aetheric Echo Rune: Once per short rest, the wielder can channel the boomerang with magical energy. The next ranged attack with the boomerang deals an additional 1d6 force damage.
Gale Leap Rune: As a bonus action, the attuned creature can throw the boomerang and, as it returns, use it to propel themselves up to 20 feet in any direction. This can be used for short bursts of flight or to reach otherwise inaccessible areas.
Zephyr's Grace Rune: The boomerang has advantage on saving throws against being disarmed or moved by external forces.
Reaching Wind Rune: The boomerang has range properties; Range 180/540.
The boomerang is a ranged weapon, and any creature proficient with the javelin is also proficient with this weapon.
On a miss, a boomerang returns to the thrower's hand.
Notes: Bonus: Magic, requires attunement, Damage, Combat, Range
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