Homebrew Clockwork Weapon


Homebrew and House Rules


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.


It seems pretty reasonable to me.

Some balance points that I would be considering:

* How does it compare to just having two weapons?
It shares runes, so there is some cost savings there.
With two weapons you end up dropping one of them when you switch, or else you have to spend an additional action storing the first weapon.

* How does it compare to the shifting rune?
Limited in what it can switch the weapon to.

* What weapons, damage, and weapon traits are available.
Looks like a switch between a d12 weapon and a d8 weapon with reach and trip being the primary traits involved.

* How does this compare to the Inventor class and Weapon Innovation?
Entangling Form could give the greatsword grapple and trip traits, but not reach. But it would still be doing d12 damage.
At level 15 Entangling form and Extensible Weapon could give the greatsword grapple, trip, and reach. While still doing d12 damage.
Also at level 15 Enhanced Damage would increase the damage of a Meteor Hammer up to d10.
But there are a lot of other abilities that an Inventor could put on their weapon that aren't available from just this homebrew item.

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So in all, I think it is fairly good for homebrew. Nothing seems game breaking and it doesn't overshadow or replace the feats and abilities of other classes or items.


Thank you for the feedback!!!!

* How does it compare to just having two weapons?
I hadn't thought about that, do you think it would be better if it was a 2-action interact to change forms?

* How does it compare to the shifting rune?
Its text is a modified copy of the shifting rune, and an inspiration for the idea of having a weapon that can do what it does, but without magic and in a far more limiting capacity. I am still unsure if 1/3 of the price and level of the shifting rune is a bit high, especially when you take into account just how many two-handed weapons there are that I wont have access too and that other dual-form weapons exist for a fraction of what this weapon cost (the firearm/melee weapons).

* What weapons, damage, and weapon traits are available.
Trip and Disarm are the main traits I am seeking on the Meteor Hammer... I consider reach to just be a really nice bonus, but pretty much spot on. Also just love picturing my character swinging a huge metal ball around... lol

* How does this compare to the Inventor class and Weapon Innovation?
I am actually playing a Barbarian/Inventor. I have looked at the weapon innovation several times, and to be honest for the role I play in the group (meat wall) and the fact that I don't want to just be a smashing barbarian (I want to do trip/disarm) the armor just does a far better job in helping me fill these roles.


BloodAngel099 wrote:

* How does it compare to just having two weapons?

I hadn't thought about that, do you think it would be better if it was a 2-action interact to change forms?

No. Actions are a lot more precious than gold. Balance it against the shifting rune - which also only takes one action. Balancing against storing one weapon and drawing another is IMO a mistake. Most characters who need to switch weapons will instead drop the weapon that they are using and draw a new one. That also only costs them one action (and a free action, but that literally doesn't count).


Gotcha, thank you again for your feedback!


What do you think about the cost of 80gp and it being a level 2 item? After looking at some of the other clockwork items, I am starting to feel like level 2 might be a bit low unfortunately, especially when I look at the crafting DC required at level 2. Maybe level 3 or 4? I know increasing it rarity to uncommon or rare would help this. Do you think that would be enough?


Technically increasing the rarity shouldn't have any impact on its level or cost.

A level 2 item, according to the Building Items charts, should cost around 20-35gp or so. If you feel like your item's power is too high for a level 2 item you can always increase the level, but as it stands you're actually over-paying for it.
(I'm not sure how much the price matters in the grand scheme of things though, if I'm honest. It'll likely only matter in the long run if you intend to sell these things or something like that, and even that you'd likely handwave an Earn Income activity for.)


No, I dont intend to sell it but I do intend to craft it, so price and Item level to toward determining DC and time to craft. That what I was referring to when I was talking about Uncommon vs Rare, +2 or +4 to DC to craft/repair. Probably could have been more clear about that particular point. Sorry.

Thank you for pointing out that chart to me, that will be helpful in determining price! I had not seen that before. Now to just figure out the item level.


Unfortunately, item level and price are the parts that I know or care the least amount about.

But this is two level 0 items being smushed together. Other combination weapons (typically a firearm with a melee weapon) are level 1 items. The only weapons that I am seeing at higher than level 1 are the Clockwork Macuahuitl at level 8 (that you are already aware of) and the Exquisite Sword Cane at level 4.

I'm not sure why those two weapons are at such a higher level than normal.

For the Clockwork Macuahuitl I am expecting that this is because of the clockwork trait. But looking at it, I am not sure why it needs the clockwork trait. It doesn't actually do anything via clockwork. Neither does your Greatsword/Meteor Hammer. A better weapon to compare against would be the SwitchScythe - it does nearly the same thing as your custom weapon.

So I would put it at level 1. Maybe even remove the clockwork part of it as far as game mechanics go. Leave the clockwork description because why not. Just have it have the Modular trait like the SwitchScythe to switch between the two modes.

And maybe have a level 8 upgrade that does have clockwork, but also has a free action Interact activation ability to change modes that costs a good chunk of its windup time.


I think the clockwork is what gives it the Slashing trait, which to be honest I don't think adding a trait like that is worth the 8 extra levels and 500 gold.

Honestly I have just disregarded the Clockwork Macuahuitl at this point. I feel like it contradicts itself, especially when you put it next to another piece of clockwork such as the Clockwork Diving Suit. I feel like this suit of armor is infinitely more complex than the Macuahuitl and is only level 6 costing 200gp....

I may just drop the trait but keep the flavor text as you recommended, the weapon being clockwork is the most important part of it because of the theme of the character/campaign. Having an upgrade option for later on is a good idea as well.

Thank you so much for all your feedback, this will be extremely helpful when I discuss this with my DM this weekend.

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