Finally, at 3rd level, you develop a specialized weapon designed to apprehend extraplanar entities: an arcane lasso. Your arcane lasso is considered a rare weapon with the [range (30/120) and two-handed properties](https://a5e.tools/rules/weapon-properties) which deals 1d8 force damage on a hit by emitting a continuous beam between it and the target. You may use Intelligence for attack and damage rolls with your arcane lasso. #two-handedWeapon If a Large or smaller aberration, celestial, elemental, fey, fiend, or undead creature is hit by this weapon while it is within the normal range of your arcane lasso, it must make a Charisma saving throw against your spell save DC. On a failure, the target is [grappled](https://a5e.tools/rules/conditions) as a constant beam emitted by your arcane lasso envelops it. Your arcane lasso ignores immunity to the grappled and restrained conditions unless the target is a swarm, horde, or other collection of creatures. Creatures must make Charisma saving throws (rather than Strength or Dexterity saving throws) when attempting to escape the grapple. #enhancedGrapple In addition to the usual circumstances which would end the [grappled](https://a5e.tools/rules/conditions) condition, the target is no longer grappled if: - There is total cover between you and the target - You target another creature or object with your arcane lasso - You drop your arcane lasso - You choose to end the condition (no action required) If you move while a target is grappled by your arcane lasso, you may choose to lengthen or shorten the tether between you and the target, allowing you to move at your normal movement speed without dragging it. Otherwise, [the rules for dragging a grappled creature apply](https://a5e.tools/rules/basic-maneuvers). The tether of your arcane lasso always adjusts its length if either you or the grappled target are subjected to forced movement, excepting when you force the target to move. If you are separated from your arcane lasso, you can create a new one with 8 hours of uninterrupted work. Your arcane lasso is a complex piece of craftsmanship requiring regular upkeep, and as such it only functions in your hands and falls apart into useless scrap if you are separated from it for more than 24 hours or create a new arcane lasso. When a creature grappled by your arcane lasso makes saving throws to resist being trapped in a *box of evil and good*, the creature’s CR is considered to be reduced by an amount equal to 1 + 1/4 your artificer level, rounded up, for the purposes of whether it can be trapped in the box, and you may use your spell save DC in place of the save DC of the box if it is higher. #foeSavePenalty Whenever you finish a long rest, you can modify your *arcane lasso* by spending infusion uses. These modifications only remain functional due to your infusions, and you can maintain these modifications as if they were infused items. Any modifications you fail to maintain are removed whenever you finish a long rest. You can install any of the following modifications at the cost of 1 infusion each: ##### Auditory Disruption Field Targets grappled by your arcane lasso are subject to the effects of the *[silence](https://a5e.tabletopbytheik.nl/compendium/spells/silence)* spell. #bonusSpells ##### Dimensional Leverage You may grapple creatures one size larger than usual with your arcane lasso. You may choose this option more than once, and its effects stack. ##### Elemental Converter When you deal damage using your arcane lasso, you may choose to deal cold, fire, lightning, or radiant damage instead of force damage. #additionalDamageType ##### Identity Decryptor If a target is grappled by your arcane lasso, any illusions that obscured its identity are dispelled. In addition, if the target is not in its original form, it is forced to revert to its original form. This modification does not function if the target’s level or CR is higher than your artificer level. #vsIllusion #vsShapechanger ##### Morphological Adapter You may choose an additional, non-humanoid creature type or two humanoid heritages (such as elves and gnolls) that can be grappled by your arcane lasso. You may choose this modification more than once, making a different selection each time. ##### Proximity Safeguard You do not have disadvantage when making ranged attacks with your arcane lasso on account of being within 5 feet of a hostile creature. #enhancedRangedAttack ##### Remote Neutralizing Apparatus Instead of grappling a creature with your arcane lasso, you may instead choose to use the [Disarm maneuver](https://a5e.tools/rules/basic-maneuvers) against it. The creature makes the Charisma saving throw against your spell save DC rather than your maneuver DC, and you deal damage equal to 1 + your Intelligence modifier rather than [basic melee damage](https://a5e.tools/rules/basic-maneuvers). If the creature is disarmed, your arcane lasso grapples the object it dropped. #enhancedDisarm ##### Spatio-Temporal Restrictor Targets grappled by your arcane lasso cannot teleport or phase through solid matter. ##### Streamlined Design You may choose this modification up to three times. The first time it is applied, your arcane lasso loses the two-handed property. The second time, it gains the [dual-wielding property](https://a5e.tools/rules/weapon-properties), and the third time, it gains the [hand-mounted property](https://a5e.tools/rules/weapon-properties). #dualWieldingWeapon #handMountedWeapon ##### Veracity Authenticator Creatures grappled by your arcane lasso experience the effects of the *[zone of truth](https://a5e.tabletopbytheik.nl/compendium/spells/zone_of_truth)* spell. #bonusSpells