
BloodAngel099 |

I am about to start a steam punk campaign and have never played anything steam punk before. I am wanting to lean into the steam punk theme by crafting my own clockwork weapon that can change form between 2 or 3 different weapons.
My GM and I are going to get together this weekend to discuss it and hammer out the details but to be honest neither of us have much experience in creating custom items like this for a game, and I really want to make sure I can keep it balanced so I would like to get some feed back from others who do have experience in such matters.
How would you determine cost/item level? Like I have been using other similar items/rules from the game to guide me but this Clockwork Macuahuitl weapon really skews the numbers I have been figuring. A clockwork diving suit for example, which in my opinion would have to be far more complicated piece of machinery, is 2 levels less and requires less than half the gold of this weapon. Then there are the firearms that are combined with various types of melee weapons (effectively two weapons in one) that only cost around 10-13gp and are level 1.
What I have:
Clockwork Weapon
Price 80gp; Bulk 2; Hands 2; Group Varies
Proficiency: Martial Weapons
Change Form
Activate (1 action) Interact; With a moment of manipulation, you can shift this weapon into a different weapon with a similar form.
Effect The weapon takes the shape of a Greatsword or Meteor Hammer. The weapon’s runes and any precious material it’s made of apply to the weapon’s new shape. Any property runes that can’t apply to the new form are suppressed until the item takes a shape to which they can apply.
The weapon must be charged with a special cranking key crafted at the same time as the weapon once a day, usually during daily preparations.
I based the cost and level off of 1/3 the cost and level of a Shifting rune. Since I am restricting what it can change into down to two, maybe three forms I though a reduction in both would be appropriate.