How would you stat a boomerang?

Connorsrpg

Adventurer
Umm, I am pretty sure that is what verisimilitude means actually. Well, it is at least how it was spoken about at length in other D&D books of the past, but whatever.

Please note I did provide stats ideas too, which [MENTION=6690511]GX.Sigma[/MENTION] seems to have provided in a better format and I like his interpretation of the having to catch it.

But again, I would go with two weapons. 1 light that does less damage and returns. 1 larger, that does more damage but does not return. A boomerang could never return on a hit though - any contact would definitely throw their flight path off.

I actually came into this topic with a real interest (and experience, which I am sure no one is really interested to hear) in boomerangs and thought I could help.

Sorry, if I focused too much on how they actually work. When writing/playing DMing I always start with 'how would that look in the world?' I am not one to go straight to what would be a cool rule first. I understand if others want their boomerangs to do that, I was just trying to explain their use (assuming several people on here have not used them).

I hope it works for your game :)
 

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Sir Brennen

Legend
I like [MENTION=6690511]GX.Sigma[/MENTION]'s throwing limit (much like a crossbow), but I'm of the opinion that it shouldn't return on a hit.

Unlike a crossbow, there's nothing keeping you from throwing another one, if you're a fighter with Extra Attack, for example. I'd still rule you can only catch one of them in the round they return, though.

If you're a Monk of 5th Level or higher, meaning you have Deflect Missiles and Extra attack, I might rule they would be able make all their attacks with the same boomerang, just for flavor/coolness (without expending the ki point). Of course, they'd have to pick up proficiency with the boomerang as a martial weapon somehow.

One nice thing about using a boomerang, is you can take advantage of the curve of it's flight to obscure the point of origin it was thrown from. Although if it comes back to you, that kind of negates that.

I've often thought about making a Xena-like chakram weapon for previous editions. In this edition, I might stat it up like the handaxe, but as a martial weapon with the returning property as described in this thread. There's be an additional caveat that there needs to be hard surfaces in range for it to bounce off of (which can include worn armor).

A chakram feat might allow things like "skipping" across multiple targets, being able to make a melee attack the same round you thrown it, and being able to throw it in melee without disadvantage. Maybe being able to negate the bonus for less than total cover, too, as you bounce off of objects near the target for a better angle.

Those first two abilities might be dependent on the character's being able to make more than one attack roll a round, like from the Extra Attack ability. Maybe they could be bonus actions. Have to do some more analysis on existing feats.
 



Afrodyte

Explorer
I think all of that makes it way more complicated than it has to be for the sake of cool and fun.

I should be able to make Sokka in this game without requiring so many special rules that it becomes more of a hassle than it's worth.
 
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Tue Zepernick

First Post
Am DM'ing an Eberron campaign with 5th edition rules, and this subject has just become relevant, as the upcomming member of the party, is a Drow from Xen'drix.
This is what I've come up with so far.

Xen'drik Boomerang: Martial weapon for Drows, 1d6 damage (x3), range 20 / 50, bludgeon/piercing (higher damage due to the sharp edges).
Talenta Boomeran: Martial weapon for Halflings, 1d4 damage (x2), range 30 / 60, bludgeon (longer range due to simple yet elegant design).

On a missed attack, a boomerang returns to it's owner. Boomerangs are somewhat

Boomerang feat (name not settled):
+1 dexterity.
Pick either the Talenta Boomerang or the Xen'drik Boomerang to gain proficiency in.
On a successful hit, the boomerang returns to its user.
(Xen'drik boomerang special) Once per turn, on a successful hit with a boomerang weapon, you can attack a target adjacent to the hit target, as a bonus action. The boomerang does not return, when used in this way.
(Talenta boomerang special) Once per turn, on a successful hit with a boomerang weapon, the target must succeed on a Constitution Saving Throw against 8 + your professionsy bonus + your dexterity modifier, if failed the target has disadvantage on its first attack roll during its next turn. The boomerang does not return, when used in this way.

Thoughts: The talenta boomerang might seem a bit underpowered at first, but the +10 range really does a good difference, and the feat bonuses gives some tactical variation on the two types. A boomerang specialist, with both types in his arsenal, can really deal versatile destruction with these :)
Also, I have made them hard to come by, and carrying more than a few on you is impractiacl, which really balances the Return option for them, and makes it a hard choise to deliver the extra effect from the feat.
 

Alexemplar

First Post
Throwing club
Simple ranged
5 sp
1d4 bludgeoning
30/160
Thrown, special

A proficient user who misses their attack with this weapon and didn't roll a 1 has it return at the ems of their turn. If they can't or won't catch it, it lands at their feet.

I use this for boomerangs, rungu, and other throwing sticks. I also have a Throwing blade, which is a martial ranged weapon that deals 1d6 slashing damage and returns. I use it for Xendrik boomerangs, WoW/Krull "glaives", chakrams, and thrombashes.

Pretty much anyone who bothers using such a weapon is going for concept, not power and that concept likely involves chucking a bunch of these and having them return.
 

Oofta

Legend
Umm, I am pretty sure that is what verisimilitude means actually. Well, it is at least how it was spoken about at length in other D&D books of the past, but whatever.

Please note I did provide stats ideas too, which [MENTION=6690511]GX.Sigma[/MENTION] seems to have provided in a better format and I like his interpretation of the having to catch it.

But again, I would go with two weapons. 1 light that does less damage and returns. 1 larger, that does more damage but does not return. A boomerang could never return on a hit though - any contact would definitely throw their flight path off.

I actually came into this topic with a real interest (and experience, which I am sure no one is really interested to hear) in boomerangs and thought I could help.

Sorry, if I focused too much on how they actually work. When writing/playing DMing I always start with 'how would that look in the world?' I am not one to go straight to what would be a cool rule first. I understand if others want their boomerangs to do that, I was just trying to explain their use (assuming several people on here have not used them).

I hope it works for your game :)

For what it's worth, one of the great things about 5E is that you can tailor the level of realism quite a bit. Your version of the boomerang is more realistic, and quite possibly the one I'd use in my home campaign if it was thematically appropriate. Of course there would also be the magical returning version, but that's different from the way the mundane weapon should work.

On the other hand, there's nothing wrong with a returning boomerang of doom - although I'd put some kind of restriction on it so it's not just a better javelin.
 


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