# 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