Weapon (boomerang, requires attunement, rare)
When you make a ranged attack with this weapon, whether or not the attack hits, the weapon flies back to your hand immediately after the attack.
Once per turn, when you hit a creature with the bloody boomerang, the target’s wound bleeds, and it takes 1d4 necrotic damage at the start of its turn. The bleeding creature can then make a DC 15 Constitution saving throw, with a success ending the bleeding. Otherwise, it continues to take the damage at the start of its turn. The saving throw may be repeated each round until it succeeds, ending any further bleeding effect. Alternately, the creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the bleeding effect on a success.
Once per day, you can hurl the bloody boomerang and strike all targets in a 30-foot line. You make a single attack roll and apply the result to the Armor Class of each target. All creatures struck by the bloody boomerang on this attack take damage as normal and suffer the bleeding wound effect.
Pirate Campaign Compendium © 2018, Legendary Games; Lead Designer Jason Nelson. Authors: Alex Augunas, Jeff Gomez, Matt Goodall, Jim Groves, Tim Hitchcock, Victoria Jaczko, Jonathan H. Keith, Lyz Liddell, Thomas J. Phillips, Alistair J. Rigg, Alex Riggs, Loren Sieg, Neil Spicer, Todd Stewart, Rachel Ventura, Michael D. Welham, Linda Zayas-Palmer.