# Eldritch Knight

Eldritch Knight (Fighter subclass) gets at 3rd level Weapon Bond which includes:

> Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have two such weapons, but it does eat into your action economy a bit.

# Artificer

A 2nd level Artificer (Eberron:RftLW p. 63) has access to the Returning Weapon Infusion which includes

> [The weapon] returns to the wielder's hand immediately after it is used to make a ranged attack.

Notably, you can only have one instance of a given infusion going, though if you're able to have two artificer's at work, should be able to get it on both. Though, as Eberron content may not be applicable to a campaign, Ask your DM is Artificer is right for you.

# Magic Items

A number of magic items do things similar to what you want, but acquiring one will obviously require cooperation from your DM and reskinning them to an axe doubly so.

### Dwarven Thrower and Whelm

The very rare warhammer [Dwarven Thrower][1] requires attunement by a Dwarf and returns to your hand after being thrown. If you're set on your Dwarf using axes you DM may have one be an axe instead.

The legendary warhammer [Whelm][3] also return to your hand, and your DM might be persuaded to have Whelm be an axe in your campaign world.

### Dancing <s>Sword</s> Axe

The magic item [Dancing Sword][2] returns to your hand after being throw/it's done flying around, and could easily be reskinned as an axe.

  [1]: https://www.dndbeyond.com/magic-items/dwarven-thrower
  [2]: https://www.dndbeyond.com/magic-items/dancing-sword
  [3]: https://www.dndbeyond.com/magic-items/whelm