Is it overpowered? As you've written it, perhaps.. but only because you worded one of your abilities to always knock something prone, this is problematic.
If a character passes a save you can't and shouldn't knock them prone. This is bad design as a save should let the character in question avoid the worst parts of an effect. In this instance, the lesser of two evils (this being the knockback effect) would likely be applied, perhaps in a smaller denomination compared to a failure. Perhaps something along the lines of "Prone and 20ft knockback on a failure" and "10ft knockback on a success". This is fair enough for your PCs to come up with some creative uses for it (ship combat comes to mind) and if its turned against them they'll likely still feel that it's fair enough (aka I'm further away but at least I'm not prone.)
Generally, to determine if something is overpowered, we have to gauge it against something else already that already exists within the scope of the game and evaluate the merits based on something similar.
So currently you have:
- An effect that knocks a character backwards and prone on a failed save.
- An effect that gives characters using ranged attacks disadvantage.
- An effect that creates an area that gives things inside it disadvantage on perception rolls.
- An effect that makes ships move faster due to controlling wind.
Currently the closest spells to emulate these effects are:
- Grease + Gust of Wind ( A first level conjuration spell, a second level evocation spell )
- Blur ( A second level illusion spell)
- Fog Cloud ( A first level conjuration spell )
- Control Wind ( A fifth level transmutation )
These are all things a ninth level wizard would be able to do without any trouble with better effectiveness. If you removed the last effect, A third level wizard would be able to duplicate the effectiveness of this weapon.
If you want it to be more balanced. Amp it up some but remove the auto-prone. Give the weapon an enchantment bonus, and ten charges that refresh daily after a long-rest. Make the first level effects cost one charge, the second level effect cost two charges, and the fifth level effect cost five charges to limit how much you can do with it per day.
Also, Since the DC12 is a pretty low and very easy save to beat at tenth level for most things, you could make it so that for every three charges you use you could increase the save DC of the weapon's prone / knockback effect by one, which would bring the save up to around DC15 if you were in a pinch and needed to burn the charges to get something away from someone / knock someone down.
As a balancing mechanism you could even go so far as to have the weapon lose its enchantment bonus for the day if all of its charges are consumed.
So as far as the weapon goes, here's a general Stat block:
Kusanagi no Tsurugi
Weapon(longsword +1), Very Rare 10/10 charges
This yellow bladed saber with a green hilt can control the wind, sending a gush of strong wind in the direction of the strike of the sword. Kusanagi has a fine edge, tempered in the wind, and as long as the weapon is imbued with magical strength, it retains its +1 Enhancement bonus. When all of Kusanagi's charges are used, the weapon becomes a non-magical longsword until the user takes a long-rest in a place where wind is present.
As an action, when drawing this weapon from the sheath, a slash of this sword sends a 60 foot cone of wind in any desired direction. Any creature inside this cone must make a DC 12 strength saving throw being pushed back 20 feet and falling prone on a failed save or being pushed back 10 feet on a successful save. This pushes fire out of the cone's area unless it hits a wall, in which case it snuffs out. It also disperses fog. Air elementals and other non-corporeal creatures have disadvantage on this saving throw. (1 charge, +1DC/3 charges)
Kusanagi no Tsurugi can also create the following magical effects, provided the weapon has charges:
- It can be used as a reaction to give disadvantage on an attack roll with a ranged or thrown weapon attack. (2 charges)
- It can blow sand, dirt or snow in a creature's direction in a 30-foot cone that persists for a number of rounds based on the charges used. All creature inside the affected area have disadvantage on Wisdom(Perception) checks that involve sight and a disadvantage on their attack rolls. The user must be in a place with sand, dirt, or snow to use this ability and only one such cloud can be in effect at any time (1 charge / two rounds)
- When the blade is held aloft and the power of the wind the blade possesses is channeled It can increase the speed of a sailing ship by 2 miles per hour by channeling nearby gusts of wind to lift the sails. This power requires concentration. (2 charges)
Kusanagi no Tsurugi is a blade made of and forged by the wind, in places where no wind is present such as deep underground or underwater, the charges of the weapon cannot be used.
Best Answer
UA about feat design
First of all, I recommend taking a look at the Unearthed Arcana (D&D 5e playtest material) about feat design.
The main issues mentioned in the first section are not a problem for this feat, nor are those listed later on. Still, let's keep the UA in mind since it gives us insight into how the designers design feats.
Power comparison:
Let's take a look at the existing rules for throwing weapons without the Thrown property. The PHB states on page 148:
So basically, your homebrew feat currently allows someone who has it to bypass the damage reduction to 1d4, keeping the original damage instead. Therefore, the best you can get with this feat is 1d12 or 2d6 (both can be situationally better), with a range of 20/60.
That's not bad, but the most damaging ranged weapon, the Heavy Crossbow, deals 1d10 at a 100/400 range, and you don't end your turn without your weapon. Therefore, I believe the feat is clearly underpowered.
Furthermore, with the Warlock's Pact of the Blade feature, you have to use an Action to summon your weapon back. This is horribly inefficient, so I suggest that, instead of a feat, you design an Eldritch Invocation. I don't think you can really balance the feat as long as it takes you an action to summon back your weapon - and carrying around 20 greataxes around is not really viable, unless you're Steve from Minecraft who can apparently carry a bunch of Eiffel Towers in his trouser pockets. While you could certainly design a feat that allows warlocks to summon their pact weapon as a bonus action, feats are not meant to be so limited in scope. Therefore, an invocation is the only real choice, as I see it.
Eldritch invocation instead of a feat
So, concerning the eldritch invocation: the main issues when throwing a non-Thrown melee weapon without any invocation or feat are currently that 1) you'll deal significantly reduced damage as opposed to melee, 2) you end your turn without a weapon, preventing you from making attacks of opportunity, and 3) you have to spend an entire Action to get your weapon back.
As a comparison for power, let's take a look at the Improved Pact Weapon invocation (from here on, IPW) from Xanathar's Guide to Everything (p. 57), which gives your Pact of the Blade weapon a +1 to attack and damage rolls, as well as allowing you to summon ranged weapons like bows and crossbows (which is pretty similar to the effect you want to achieve).
Let's deal with the issues listed above:
In my opinion, the invocation is now fine as it is, but it would not be overpowered to give the thrown Pact of the Blade weapons a 60/60 range (i.e., 60 feet without disadvantage, but no further at all). Hence, here's the final invocation as I would design it: