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Hit Points

Hit Dice 1d8 per niveau

Vaardigheden

STR

Lycanthrope

Niveau Proficiency Bonus Eigenschappen Bestial Transformation Temporary Hit Points
1 + 2 Bestial Transformation Curse of the Werebeast 5
2 + 2 Bestial Transformation Curse of the Werebeast 10
3 + 2 Bestial Transformation Curse of the Werebeast 15
4 + 2 Bestial Transformation Curse of the Werebeast 20
5 + 3 Bestial Transformation Curse of the Werebeast 25
6 + 3 Bestial Transformation Curse of the Werebeast 30
7 + 3 Bestial Transformation Curse of the Werebeast 35
8 + 3 Bestial Transformation Curse of the Werebeast 40
9 + 4 Bestial Transformation Curse of the Werebeast 45
10 + 4 Bestial Transformation Curse of the Werebeast 50
11 + 4 Bestial Transformation Curse of the Werebeast 55
12 + 4 Bestial Transformation Curse of the Werebeast 60
13 + 5 Bestial Transformation Curse of the Werebeast 65
14 + 5 Bestial Transformation Curse of the Werebeast 70
15 + 5 Bestial Transformation Curse of the Werebeast 75
16 + 5 Bestial Transformation Curse of the Werebeast 80
17 + 6 Bestial Transformation Curse of the Werebeast 85
18 + 6 Bestial Transformation Curse of the Werebeast 90
19 + 6 Bestial Transformation Curse of the Werebeast 95
20 + 6 Bestial Transformation Curse of the Werebeast 100

Klasse-eigenschappen

Niveau 1

Bestial Transformation
Curse of the Werebeast

Niveau 10

Bestial Attunement

Niveau 11

Bestial Attacks

Niveau 12

Ability Score Improvement

Niveau 13

Fluid Shift

Niveau 14

Ability Score Improvement

Niveau 15

Curse of the Werebeast feature

Niveau 16

Ability Score Improvement

Niveau 17

Endless Form

Niveau 18

Curse of the Werebeast feature

Niveau 19

Ability Score Improvement

Niveau 2

Wild Senses

Niveau 20

Bestial Attacks Improvement

Niveau 3

Curse of the Werebeast feature

Niveau 4

Ability Score Improvement

Niveau 5

Extra Attack

Niveau 6

Ability Score Improvement
Cursed Claws

Niveau 7

Desperate Transformation

Niveau 8

Ability Score Improvement

Niveau 9

Curse of the Werebeast feature

Vaardigheden

Armor

light

medium

heavy

shield

Weapons

simple

martial

Skills

Startuitrusting

(a) two handaxes or (b) one martial weapon

Klasse-eigenschappen

Bestial Transformation (Level 1)

1st-level Lycanthrope feature

As an action, you can tap into your curse to gain a lycanthrope's legendary durability and transform between your humanoid, hybrid, and beast forms. You gain a number of temporary hit points equal to 5 x your lycanthrope level, and can choose either to transform into your hybrid or beast form or to remain in your humanoid one. You can't wield weapons or benefit from armor other than barding while in your beast form.

While any of these temporary hit points remain, you can use an action to transform from your humanoid, hybrid, or beast form into another of these forms. While in your hybrid or beast form, you gain the benefits of each of your lycanthrope features that require you to be transformed, though you also struggle against your animalistic instincts, your cognizance clashing with that of the raging beast you've unleashed; your Intelligence and Charisma scores are both decreased by 6, to a minimum of 1. See the Animal Instincts sidebar for more information on how an Intelligence or Charisma score of 6 or lower impacts you in your hybrid and beast forms.

You lose any remaining temporary hit points from this feature after a number of hours equal to half your lycanthrope level (rounded up) or when you begin a short or long rest. If you aren't in your humanoid form when you lose the temporary hit points in this way, you forcibly return to your humanoid form, the jarring transformation causing you to take 1d6 necrotic damage for each lycanthrope level you have. This damage can't be reduced or prevented in any way. You lose the temporary hit points from this feature and revert to your humanoid form without taking this necrotic damage if you drop to 0 hit points or die.

You can use this feature to tap into your curse twice, and you regain all expended uses when you finish a short or long rest.

In addition, regardless of your cursed heritage, you are afflicted with the following detriments:

Silver Vulneribility

Silver objects burn your skin like white-hot metal upon your flesh. Whenever you touch an object made of silver, you take 1d4 points of damage that cannot be reduced in any way, and you cannot use your Bestial Transformation for 1 minute. If you are already transformed, then the damage is applied to both your temporary hit points and your current hit points. Damage that is dealt to you from silvered weapons while you are transformed is applied to both your temporary hit points and your current hit points.

Mark of the Full Moon

Silver objects burn your skin like white-hot metal upon your flesh. Whenever you touch an object made of silver, you take 1d4 points of damage that cannot be reduced in any way, and you cannot use your Bestial Transformation for 1 minute. If you are already transformed, then the damage is applied to both your temporary hit points and your current hit points. Damage that is dealt to you from silvered weapons while you are transformed is applied to both your temporary hit points and your current hit points.

Animal Instincts

While transformed, your new stats designate the kinds of behaviors you can take as your animal mind takes over and your instincts rule your personality

Intelligence Score

A lack of Intelligence prevents you from effectively working together with your party or being able to use the tools necessary to perform tasks. A lycanthrope with low Intelligence doesn't understand the world around it, and hence seeks to defend itself from anything it perceives. It might behave like—and know—it is a human (for example), but it can't discern friend from foe and finds itself in a constant state of confusion. This type of lycanthrope may find itself in tears and shame as it eats its loved ones. They devastate quickly and are found and killed immediately after.

Charisma Score

A lack of Charisma hampers a lycanthrope's ability to speak and behave in a humanlike manner. A lycanthrope with low Charisma behaves like a beast, since it sees itself as one. It may understand its surroundings, and even be able to manipulate it to its advantage, but it is driven by its animal desires and base urges. This type of lycanthrope can be the most dangerous to a civilization, as they willingly and stealthily spread their curse to those they can control, then form packs that raid and hunt.

Animal Intelligence Table
Intelligence scoreAnimal Behavior

1-2

You are a mindless creature. You attack the closest creature that you can see.

3+

You can recognize those who have treated you kindly, and know you are protected while with them.

5+

You can use tools and weapons. You can rationalize and understand the purpose of things.

7+

You can use the activated effects of magic items that require attunement while transformed.

Animal Charisma Table
Charisma scoreAnimal Behavior

1-2

You are a beast. You eat raw flesh from the dirt, sometimes right where you sleep. You can't speak. Your actions are cruel, inhumane, and detached.

3+

You can understand when creatures speak to you in a language you know. You know to keep yourself clean. You feel and can express social emotions.

5+

You can speak in simple short phrases. You know you are a humanoid and deserve to be treated like one. You possess humanoid tastes.

7+

There is no longer any distinguishable mannerisms between your real and bestial shape.

Curse of the Werebeast (Level 1)

1st-level Lycanthrope feature

During the day, you walk amongst humans. At night, you stalk as a beast. Choose your lycanthropic curse which describes the nature of your monstrous transformation: Werewolf, Werebear, or Wererat, all detailed at the end of the class description.

Your choice grants you features when you choose it at 1st level and again at 3rd, 9th, 15th, and 18th levels. These features are only available or active for as long as you are transformed in your beast or hybrid forms, unless they explicitly say otherwise.

Wild Senses (Level 2)

2nd-level Lycanthrope feature

You have advantage on Wisdom (Perception) checks that rely on hearing or smell, and you gain proficiency in Wisdom (Survival) checks. If you already had proficiency, then your proficiency bonus is doubled for Wisdom (Survival) ability checks.

Curse of the Werebeast feature (Level 3)

3rd-level Lycanthrope feature

At 3rd level, you gain a feature granted by your lycanthropic curse.

Ability Score Improvement (Level 4)

4th-level Lycanthrope feature

You can increase one ability score of your choice by 2, and increase each other ability score by 1. Or, at your GM's discretion, you can take a feat instead of these increases.

As normal, you can't increase an ability score above 20 using this feature.

Extra Attack (Level 5)

5th-level Lycanthrope feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Ability Score Improvement (Level 6)

6th-level Lycanthrope feature

You can increase one ability score of your choice by 2, and increase each other ability score by 1. Or, at your GM's discretion, you can take a feat instead of these increases.

As normal, you can't increase an ability score above 20 using this feature.

Cursed Claws (Level 6)

6th-level Lycanthrope feature

While transformed in your beast or hybrid form, your natural weapon attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Desperate Transformation (Level 7)

7th-level Lycanthrope feature

As an action, you can force a transformation into your hybrid form even if you are out of uses of your Bestial Transformation. When you transform into your hybrid form with this feature, you remain in the form for 1 minute or until you have 0 hit points or die, you don't gain any temporary hit points from your Bestial Transformation, and you can't gain any temporary hit points for the duration of the transformation. Otherwise, for the duration, you gain all the benefits of being in your hybrid form.

As an action, you can force a transformation into your hybrid form even if you are out of uses of your Bestial Transformation. When you transform into your hybrid form with this feature, you remain in the form for 1 minute or until you have 0 hit points or die, you don't gain any temporary hit points from your Bestial Transformation, and you can't gain any temporary hit points for the duration of the transformation. Otherwise, for the duration, you gain all the benefits of being in your hybrid form.

Ability Score Improvement (Level 8)

8th-level Lycanthrope feature

You can increase one ability score of your choice by 2, and increase each other ability score by 1. Or, at your GM's discretion, you can take a feat instead of these increases.

As normal, you can't increase an ability score above 20 using this feature.

Curse of the Werebeast feature (Level 9)

9th-level Lycanthrope feature

At 9th level, you gain a feature granted by your lycanthropic curse.

Bestial Attunement (Level 10)

10th-level Lycanthrope feature

You can have your attuned magic items meld into your new form as you shift into your beast or hybrid forms. In this way, you gain the benefits of your attuned magic items without the need to physically wear them in your new form.

Your lycanthropic body adapts to the attuned magic item and magically produces the effect as it would be expected to. A flaming sword might turn your claws fiery and have them produce the fire damage on a successful claw attack, a set of full plate +2 might make your hide extremely sturdy while granting you the increase to AC.

Bestial Attacks (Level 11)

11th-level Lycanthrope feature

While transformed in your beast or hybrid form, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Ability Score Improvement (Level 12)

12th-level Lycanthrope feature

You can increase one ability score of your choice by 2, and increase each other ability score by 1. Or, at your GM's discretion, you can take a feat instead of these increases.

As normal, you can't increase an ability score above 20 using this feature.

Fluid Shift (Level 13)

13th-level Lycanthrope feature

You can use your Bestial Transformation as a bonus action instead of an action, and for the duration can use a bonus action to transform from your humanoid, hybrid, or beast form into another of these forms.

Ability Score Improvement (Level 14)

14th-level Lycanthrope feature

You can increase one ability score of your choice by 2, and increase each other ability score by 1. Or, at your GM's discretion, you can take a feat instead of these increases.

As normal, you can't increase an ability score above 20 using this feature.

Curse of the Werebeast feature (Level 15)

15th-level Lycanthrope feature

At 15th level, you gain a feature granted by your lycanthropic curse.

Ability Score Improvement (Level 16)

16th-level Lycanthrope feature

You can increase one ability score of your choice by 2, and increase each other ability score by 1. Or, at your GM's discretion, you can take a feat instead of these increases.

As normal, you can't increase an ability score above 20 using this feature.

Endless Form (Level 17)

17th-level Lycanthrope feature

Your Bestial Transformation no longer has a maximum duration. You only lose any remaining temporary hit points from it when you begin a short or long rest, or if you drop to 0 hit points or die.

Curse of the Werebeast feature (Level 18)

18th-level Lycanthrope feature

At 18th level, you gain a feature granted by your lycanthropic curse.

Ability Score Improvement (Level 19)

19th-level Lycanthrope feature

You can increase one ability score of your choice by 2, and increase each other ability score by 1. Or, at your GM's discretion, you can take a feat instead of these increases.

As normal, you can't increase an ability score above 20 using this feature.

Bestial Attacks Improvement (Level 20)

20th-level Lycanthrope feature

The number of attacks you can make while transformed in your beast or hybrid form increases to four when you reach 20th level in this class.

Subklasses

Werebear
MonsterClassesII
Wererat
MonsterClassesII
Werewolf
MonsterClassesII

Subklasse-eigenschappen

Werebear

Werebear (Level 1)

Despite their massive size and strength, werebears are relatively benign creatures. The voracious hunger still consumes them from time to time, but they often serve as guardians and protectors for other likeminded creatures.

Werebears are well-suited to the life of an adventurer. They still keep their lycanthropy a secret as best they can, but their sense of community and protection make them excellent heroes. A werebear will protect the lives of their companions with their own, especially if these companions are aware of the werebear's nature and have accepted it.

Shape of the Ursine

1st-level Werebear feature

When you use your Bestial Transformation feature, your beast form takes on the shape of a bear, while your hybrid form takes on the mixture of a bear and your humanoid form.

You have a limited ability to communicate with bears. Even though you can't directly speak with them, they seem to understand the meaning of your words. You can interpret the approximate meaning of the bears' intentions and messages. Animal Handling checks made to influence them are made with advantage. You can use this ability even in your humanoid form.

Your claws and bite are natural weapons that you can use to make unarmed strikes. On a hit, your claws deal slashing damage equal to 1d8 + your Strength modifier, while your bite deals piercing damage equal to 1d12 + your Strength modifier; instead of the bludgeoning damage normal for an unarmed strike. You may only use your bite attack up to once per round.

Powerful Body

1st-level Werebear feature

You gain a climbing speed of 30 feet which you can use only on surfaces that are not completely smooth. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Animal Ferocity (Level 3)

3rd-level Werebear feature

Your normally passive nature erupts in rage as arrows and blades pierce your skin. You have a resource called ferocity which is represented by points that are collected during combat. You gain a ferocity point whenever you take damage from an enemy, and whenever you successfully deal damage to an enemy creature.

You cannot gain more than 1 ferocity point per source of damage. For example, you only get 1 ferocity point when you take damage from the magic missile spell, even if multiple missiles hit you. You can only gain 1 ferocity point even if you manage to hit multiple enemies with a single attack or spell. Each individual attack in an Attack action is its own source of damage, so you can get multiple ferocity points whenever you hit multiple times with weapon attacks or take multiple hits from different weapon attacks.

You can only obtain ferocity points during combat and only up to a maximum of 10. These points are lost 1 minute after combat ends.

You can spend your ferocity points on any of the following abilities. You gain additional abilities in which to use your ferocity points as you gain levels in this subclass.

  • Ferocious Bite

    Once per turn, you can spend 3 ferocity points and turn a normal bite attack into a ferocious bite. You roll the bite attack with advantage and it scores a critical hit on a roll of 17, 18, 19, or 20.

  • Overpower

    Whenever you make a Strength or Constitution check or saving throw, you may spend ferocity points in order to gain a bonus to the roll equal to the amount spent. You may spend these points after the roll is made but before the results are decided.

  • Thick Hide

    When an enemy creature that you can see makes an attack roll against you, you can use your reaction to add a bonus to your AC against that attack equal to the number of ferocity points spent as you activate this ability.

Demoralizing Roars (Level 9)

9th-level Werebear feature

Enemy creatures within 5 feet of you have disadvantage on attack rolls against targets other than you. A creature is immune to this effect if it can't see or hear you or if it can't be frightened.

Relentless Stance (Level 15)

15th-level Werebear feature

The maximum number of ferocity points you can have at once increases to 15 and you gain the following abilities:

  • Stand Your Ground

    You can use your reaction and spend 3 ferocity points to reroll a saving throw. You must activate this ability before you learn whether the roll would have succeeded or failed, and you must use the new roll.

  • Bear Guard

    Whenever an ally within 5 feet of you takes damage from an attack, you can use your reaction and spend 2 ferocity points to take that damage instead of your ally. This ability transfers any accompanying effects that the attack would have otherwise affected your ally to yourself, and this damage can't be reduced in any way. In addition, for the remainder of that turn, any further attacks made against the ally you protected are instead made against you.

Rampage (Level 18)

18th-level Werebear feature

You no longer lose your accumulated ferocity points after combat ends.

In addition, your Ferocious Bite damage increases to 3d12 on a hit.

Wererat

Wererat (Level 1)

While most lycanthropes prefer rural or wilderness environments, wererats feel more at home in densely populated areas; or at least, underneath them. Any city with a large and unmonitored sewer system is likely to be home to at least a few wererats, if not entire colonies.

Wererats are most comfortable when lurking in shadows, unseen or unnoticed by other people. They operate in thieves' guilds, gangs, smuggling operations, and most any criminal enterprise imaginable. Wererats are primarily selfish and conniving, but they also recognize the value in working as part of a large group.

Wererat adventurers are typically those who have been exiled or driven away from their colonies and have attached themselves to what they deem a strong and capable crew that can protect them. Wererats find it difficult to pursue higher purposes than their own greed, but once they discover that hero work is often very lucrative, they tend to embrace their new role with open arms.

Shape of the Murine

1st-level Wererat feature

When you use your Bestial Transformation feature, your beast form takes on the shape of a giant rat, while your hybrid form takes on the mixture of a rat and your humanoid form.

You have a limited ability to communicate with rats. Even though you can't directly speak with them, they seem to understand the meaning of your words. You can interpret the approximate meaning of the rats' intentions and messages. Animal Handling checks made to influence them are made with advantage. You can use this ability even in your humanoid form.

Your bite is a natural weapon that you can use to make unarmed strikes. When you hit with it, it deals piercing damage equal to 1d6 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Diseased Body

1st-level Wererat feature

Your body is a breeding pit for all kinds of afflictions and virulent maladies. Even though your body stores them, you are immune to diseases in your humanoid, beast, and hybrid forms.

You can attempt to inflict a creature with a potent disease. As a bonus action, you can cover a melee weapon, natural weapon, or piece of ammunition with bodily fluids meant to taint it with a disease of your choice.

The next attack made with the covered weapon until the start of your next turn carries with it the chosen disease, forcing the enemy creature to make a Constitution saving throw or become poisoned for 1 minute. The poisoned creature must then make another Constitution saving throw at the end of its next turn, and if it fails again, then it is inflicted with your chosen disease for 1 hour. The creature can make Constitution saving throws at the end of each hour, ending the disease on a success.

You start with three choices: Sight Rot, Filth Fever, and Seizure; and you obtain more options as you level up in this class. A creature afflicted by any of these diseases is also poisoned for the duration.

Your Diseased Body feature requires your enemies to make saving throws to resist your diseases. The saving throw DC is calculated as follows:

Disease

You can use this ability twice, regaining all expended uses when you finish a short or long rest.

  • Sight Rot

    Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

  • Filth Fever

    A raging fever sweeps through the creature's body. The creature has disadvantage on Strength saving throws, and deals only half damage with weapon attacks that use Strength.

  • Seizure

    The creature is overcome with shaking. The creature has disadvantage on Dexterity saving throws, and its AC lowers by an amount equal to its Dexterity modifier unless it's wearing heavy armor.

The creature is overcome with shaking. The creature has disadvantage on Dexterity saving throws, and its AC lowers by an amount equal to its Dexterity modifier unless it's wearing heavy armor.

  • Mindfire (9th-level)

    The creature's mind becomes feverish. The creature has disadvantage on Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

  • Flesh Rot (15th-level)

    The creature's flesh decays. The creature has vulnerability to all damage except psychic damage.

  • Slimy Doom (15th-level)

    The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution saving throws. In addition, whenever the creature takes damage, it must succeed on a Constitution saving throw or become stunned until the end of its next turn.

Acquiring new diseases

As you travel, you may gain additional disease options to add to your repertoire. If you are ever exposed to a disease and would have normally become infected by it, you may be able to replicate that disease as another option for your Diseased Body feature, much like the options provided here. Your GM has full jurisdiction on what diseases you could feasibly use in this way.

Backstab (Level 3)

3rd-level Wererat feature

When you make an attack with advantage using a weapon that has the light property or with a natural weapon, you deal an extra 2d6 damage on a hit.

You make attacks against poisoned creatures with advantage.

Furtive Character (Level 3)

3rd-level Wererat feature

You can use the Hide action as a bonus action.

Nimble Riposte (Level 9)

9th-level Wererat feature

When a creature misses you with a melee attack roll, you can use your reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. On your next turn, the next attack you make against the creature that missed you is made with advantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Evasion (Level 15)

15th-level Wererat feature

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Feint Strike (Level 18)

18th-level Wererat feature

Once per round, if you miss with a melee attack, you can choose to instead re-roll the attack with advantage.

Werewolf

Werewolf (Level 1)

Of all the lycanthropic creatures, none is more wellknown or feared than the savage werewolf. Wolf howls heard in the dead of night are terrifying enough without the dreadful suspicion that it might be a werewolf's cry.

Werewolves generally feel more at home at the fringes of society or in utter wilderness, since it's easier to track and scout in wide, open spaces. The dense populations of cities provide ample meals, but all the competing scents and sounds make it difficult to hunt.

Werewolf adventurers must quell the inner beast in order to serve a higher calling. They might find slaying and devouring criminals and monsters a constructive outlet for their gnawing hunger and discover that being lauded as a hero slakes a purer kind of thirst. Such praise quickly evaporates once the werewolf is exposed for what they are, however.

Shape of the Lupine

1st-level Werewolf feature

When you use your Bestial Transformation feature, your beast form takes on the shape of a wolf, while your hybrid form takes on the mixture of a wolf and your humanoid form.

You have a limited ability to communicate with wolves. Even though you can't directly speak with them, they seem to understand the meaning of your words. You can interpret the approximate meaning of the wolves' intentions and messages. Animal Handling checks made to influence them are made with advantage. You can use this ability even in your humanoid form.

Your claws and teeth are natural weapons that you can use to make unarmed strikes. When you hit with them, you deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Sense Weakness

1st-level Werewolf feature

The scent of blood is intoxicating. You automatically know when a creature's current hit point total is less than or equal to half its maximum hit points. To you, these creatures are considered "bloodied." You can sense the general direction of any bloodied creature within 500 feet of you, and ability checks you make to track them are made with advantage.

Successful weapon attacks you make against bloodied targets deal an additional 3 damage.

Feral Fury (Level 3)

3rd-level Werewolf feature

You can channel your thirst for blood in combat through great feats of ferocity and violence. This bloodlust is represented by fury points. At 3rd level, you have 3 fury points which you can spend on the options shown below. You regain an expended fury point when you score a critical hit or reduce an enemy creature to 0 hit points. You regain all expended fury points when you finish a short or a long rest.

The maximum number of fury points you can have increases to 4 at 7th level and to 5 at 15th level.

  • Bloodlust

    If an enemy creature becomes bloodied within 15 feet of you outside of your turn, you can use your reaction and spend a fury point in order to immediately move up to your speed towards that creature and make a melee weapon attack against it.

  • Feral Lunge

    As a bonus action, you can spend a fury point to take the Dash action. You must use this movement to move in an unobstructed, straight line directly towards a bloodied enemy creature. If you move 15 feet or more towards that creature in this way and you immediately hit it with a melee weapon attack, you may force the enemy creature to fall prone. Large or larger creatures cannot fall prone in this way.

  • Howl

    As a bonus action, you can spend a fury point to rally your allies for combat. When you do so, you can target up to five creatures that you can see within 15 feet of you (excluding yourself). Those creatures gain temporary hit points equal to half your lycanthrope level (rounded up).

  • Rabid Strike

    Before you make a melee weapon attack against a creature, you can spend one fury point to gain advantage on the attack roll. The creature counts as bloodied for the purposes of this attack.

Reinforced Ligaments (Level 9)

9th-level Werewolf feature

Your jump distance is doubled and climbing no longer costs you extra movement.

When you fall, provided you are within 5 feet of a continuous stable surface like a wall, you can use your reaction to slow down your rate of descent by clawing onto the surface as you drop. If you do so, you do not take any fall damage from the descent.

Hunting Tactics (Level 15)

15th-level Werewolf feature

You have advantage on attack rolls against bloodied creatures that are within 5 feet of one of your allies.

Leader of the Pack (Level 18)

18th-level Werewolf feature

Your allies have advantage on melee attack rolls against any bloodied creature within 5 feet of you.