I am planning to put my group into a scenario where they might get turned into Werewolfs. As I am not entirely happy with how Werebeasts are portrait in the rules, MM pg. 207., I.e. Hybrid forms and Werewolfs running around in armour and swinging Greatswords (I like my wolves tooth and claw, not sword and board. Thank you very much!)
I decided to try my hand on modifying them to suit my desired outcome. This is the first draft I came up with.
Lycanthropy
Once per long rest you can assume your Werewolf form, growing in size, leaving your armor and gear, or absorb them, your choice. When you do so you gain the following traits:
You gain resistance to bludgeoning, slashing and piercing damage from non-silvered weapons.
Your claws count as finesse weapons, dealing 1d4 slashing damage. Increasing to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.
If you use the attack action on your turn you can make another attack as a bonus action.
Your strength score increases to 15, if not higher (Using the Werewolf as example).
You become unable to use any of your class features that require you to take an action. You can't cast spells or concentrate on them, or use any weapons or magical items, except your claws.
If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn. If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.
The transformation lasts for 1 hour or until you end it prematurely as a bonus action.
The forced turn on a full moon still applies, and yes the last part is copied from the Order of the Lycan Blood Hunter.
The idea is to create a kind of half breed class, compatible with any existing one.
I know that by denying to use class actions or spells I favour some combinations above others, like a paladin who can still use his smite or a monk who can still use his Ki. Hexblades curse could still be used and sneak attack as well.
The alternative would be to deny any kind of overlap and basically have two different character sheets. Which is an option.
The idea behind it is simply making the experience a bit more unique and relatable to your character than just playing a boring run of the mill werebeast, there are druids for that.
Balance/usefulness wise I also considered adding the following:
Unarmored defence
Your AC equals 10 + Con mod + Dex mod
Temporary Hit points
You gain temporary hit points equal to 5 × your character level
Extra attack (at level 5 or 6)
When you take the attack action you can attack twice instead of once
Unarmoured movement
Your movement speed increases by 10.
Make the strength Score increase scale with your level
You strength Score increases to 10 + half your character level, if not higher.
My questions are:
Are there any exploits too great that it would completely break the game?
Is it too weak, that its usefulness is negligible?
Are there any other ways one could implement a similar system I haven't thought of yet? Traits or ability Score benefits or deficits?