![[Injection.png|128x128]] #### Ferocity 3rd-level injection hack **Launch Time:** 1 action **Duration:** Concentration, up to 10 minutes You inject yourself with a mixture of stimulants and other compounds, launch military skillsoft containing combat training into your daemon, as well as channel your daemon to direct all of your mental power towards fight or flight. While this hack is active you appear like a seething creature of pure rage and intensity, muscles taut and breathing heavily. Until the hack ends, you can’t launch any other hacks, or initiate Charisma or Intelligence ability checks other than Charisma (Intimidation). You gain the following benefits: - You gain 50 temporary hit points. If any of these remain when the hack ends, they are lost. - You have advantage on attack rolls that you make with weapons and unarmed strikes. - When you hit a target with a weapon or unarmed strike, that target takes an extra 2d12 damage of same type as that attack. - You have proficiency with all armor and weapons. - You have proficiency in Strength and Constitution saving throws. - You attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. After the hack ends, you suffer from two levels of exhaustion.