***Lasso.*** Proficiency with a lasso allows you to wield a tied loop of rope as a ranged weapon. A Large or smaller creature hit by a lasso is grappled until it is freed. Until this grapple ends, you cannot use your lasso to make another attack. A lasso has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to contest its Strength ability against yours, freeing itself on a success. Dealing 2 slashing damage to the lasso (AC 10) cuts it, ending the effect and destroying the lasso. On a miss, you pull the lasso back into your hand. ***Light Chain.*** On a hit by the weighted chain, you can use a bonus action to try grappling the creature, contesting its Strength ability against yours. A creature that's grappled can use its action to repeat the contest, freeing itself on a success. Until this grapple ends, you cannot use your chain to attack another target. ***Prosthetic Hook.*** This weapon replaces a lost hand. You can detach or reattach the prosthetic as an action, and it can't be disarmed against your will.
***Bomb, Fire.*** This ceramic-encased container holds a small amount of crude petroleum. As an action, you can light this bomb and throw it at a point up to 20 feet away, shattering it on impact. Each creature within 5 feet of that point must make a DC 11 Dexterity saving throw, taking 1d8 fire damage on a failed save, or half as much damage on a successful one. ***Bomb, Glue.*** Sticky, adhesive tar is stored within this ceramic-encased explosive. As an action, you can light this bomb and throw it at a point up to 20 feet away, shattering it on impact. Each creature within 5 feet of that point must succeed on a DC 11 Dexterity saving throw or be restrained. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Bomb, Smoke.*** As an action, you can ignite this spherical paper bomb filled with black powder and hurl it at a point up to 20 feet away, detonating on impact. The explosion leaves a smoke cloud that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of your next turn. \columnbreak
***Petard.*** A petard is a 20 lb. cast-iron explosive hoisted next to an obstacle (typically a gate or wall) with two 5 lb. wooden beams. It takes one action each to set a support beam in place, one action to mount the petard, and one action to ignite it within your space. When you ignite the petard, it detonates at the end of your turn. All creatures and objects within 20 feet of the explosion must make a DC 15 Dexterity saving throw, taking 12d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Objects and structures take double damage from a petard blast. ***Pyrotechnist’s Flash.*** This mixture of herbs and black powder produces an unbearably bright flash. As an action, you can light the vial and throw it at a point up to 20 feet away, shattering it on impact. Each creature within 5 feet of that point must succeed on a DC 11 Constitution saving throw or be blinded until the start of your next turn. ***Signal Rocket.*** A signal rocket comes with an attached stick that can be planted into the ground or other suitable surface. It takes one action to plant the rocket and another to ignite it. A rocket flies 200 feet before exploding in a loud colorful burst that's audible from at least 300 feet away. Each creature within 10 feet of an exploding skyrocket must succeed on a DC 11 Constitution saving throw or be blinded until the start of your next turn. ***Stinkpot.*** This small clay vessel is stuffed with sulfur and other noxious materials. As an action, you can light this pot and throw it at a point up to 20 feet away, shattering it on impact. The explosion leaves a nauseating gas cloud that fills a 10-foot-radius sphere. Each creature that starts its turn inside the gas cloud must succeed on a DC 11 Constitution saving throw or spend its action retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of your next turn. >##### New Equipment Pack >The following starter equipment pack is available to artificers in lieu of a dungeoneer’s pack: > >***Pyrotechnist’s Pack (102 gp).*** Includes a backpack, a tinderbox, 2 flasks of oil, 5 signal rockets, a stinkpot, a smoke bomb, and a fire bomb.