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[Skies] Weapon - Sunpath

This compendium introduces two weapons with the exotic tag, which I'm sure everyone's seen before: the boomerang and warfan. Interestingly, though often associated with Aboriginal Australian culture, boomerangs as a concept had been identified globally throughout history!

As a weapon, boomerangs (of course) return to its thrower upon missing a target. My version includes a few alterations that (hopefully) makes it unique. It's hard to simplify the boomerang's return trajectory e.g. in a hallway, so I left it up to the GM to decide ("unless otherwise hindered"). The boomerang only returns inside the normal range (basically defining a returning circular trajectory and a non-returning arc trajectory), and that it can be thrown in a curve to hit unseen targets.

Overall, I don't like how wordy/complicated it reads, but I really wanted to address any weird aspects, weird interpretations, and weird potential uses a player make about.

Once you get past learning how a boomerang works, Sunpath's other properties are pretty cool, I think. Distance-based extra damage is pretty cool concept that lets characters employ more position-based tactics (even if you don't use battlemaps).

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The sunmakers of the open skies prefer boomerang weapons, whose curved trajectories best represent the endless cycles of day and night. Such returning weapons were originally developed as part of their need to preserve material and prevent it from falling to the earth below.

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Sunpath
Weapon (boomerang), exotic, rare (requires attunement)

Exotic. You are only proficient with this weapon if you have the appropriate background or training (at GM's discretion). 

Boomerang. When thrown by those familiar with the technique, this curved weapon returns to the thrower. It is a simple weapon with the Finesse, Light, and Thrown properties with a range of 30/60, and deals 1d4 bludgeoning damage on a hit. On a miss against targets inside the weapon's normal range, the weapon returns to the thrower's hand unless otherwise hindered. The weapon can also be used to make ranged attacks against targets a thrower detects but don't have line of sight to, by throwing the weapon in a simple curved trajectory toward the target. 

Heavenly Return. Immediately after you make a ranged attack roll with this magic weapon, it flies back into your hand after you hit or miss with it. If you hit your target, you can instead use a bonus action to teleport to an unoccupied space within 5 feet of it. You can teleport yourself this way twice, and can't do so again until the next dawn. 

Sun-Touched. You can use an action to cast light targeting only this weapon. 

Zenith Charge. If you use this weapon to hit a target in a space exactly 30 feet from you, you deal an extra 1d8 radiant damage to it.

[Skies] Weapon - Sunpath [Skies] Weapon - Sunpath [Skies] Weapon - Sunpath

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