This weapon is the second weapon introduced with the exotic tag. Given the theme, I felt it was appropriate! The warfan is a martial finesse weapon with a d4 damage die, which is ~1 damage lower than a scimitar's d6. To make up for it, its wide size grants half cover to arrows and the like. The properties don't mention actions required to open/close the fan, so just assume it's a simple free interact.
Weapon of Wind and Gale Blast is basically required for any wind-themed fan. 3d4 damage is comparable to other legendaries, which often add d8s. Breeze Step is new though - in an effort to reduce action economy tax, I elected to make its jump activation innate as part of movement.
Who's the Windwalker? I'm not sure yet. Haven't gotten to writing the detailed lore.
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The residents of the open skies and their flying cities speak of the Windwalker, a semi-deific polyformic entity whose presence is felt within the storms. Their most ardent worshipers either crafted or received this warfan from the Windwalker, though they are sworn to never reveal their origins.
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Fan of the Windwalker
Weapon (warfan), exotic, legendary
Exotic. You are only proficient with this weapon if you have the appropriate background or training (at GM's discretion).
Warfan. This folding fan weapon is used only by those familiar with its design. It is a martial weapon with the Finesse, Light, and Thrown properties with a range of 20/60. On a hit, it deals 1d4 bludgeoning damage while closed, or 1d4 slashing damage while opened. Finally, wielding this weapon in its opened state grants you half cover against ranged projectile attacks.
Weapon of Wind. You have a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d4 thunder damage on a hit. Immediately after you make a ranged attack roll with it, it teleports back into your hand after you hit or miss with it. Additionally, wind either magical or natural cannot impose disadvantage on ranged attack rolls made with this weapon.
Gale Blast. While you wield this fan, you can use an action to produce a burst of wind in a line that is 40 feet long and 5 feet wide originating from you. Unattended objects in the line are pushed up to 15 feet away from you in the direction of the line. Large or smaller creatures in this line are also pushed this way, unless they succeed on a DC 17 Strength saving throw. A creature that fails this save by 5 or more also take 1d6 bludgeoning damage from the wind.
Breeze Step. As part of the movement you spend to jump, you can swing the fan to triple your jump height and distance. Additionally, when you would take fall damage, you can use your reaction to halve the damage you take.
Wind Walk. While you wield this weapon, you use an action to cast gaseous form from it without requiring material components, targeting only yourself. Once cast, this spell can't be cast from it again until the next dawn.