
The bite of a Wolfwalker has cursed you, granting you the following traits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You partially become a fey: you gain vulnerability to Bludgeoning, Piercing, and Slashing damage from Nonmagical Attacks from Silvered and Iron weapons. Those metals feel scalding hot at your touch.
- Each time you fall asleep, your spirit takes the form of a Dire Wolf. You gain the stat block of the Dire Wolf, but you maintain your total HP, Intelligence, Wisdom and Charisma scores. You appear within 5 ft. from your body. While in wolf form, you cannot speak; you can, however, speak with other wolves. While in wolf form, you acquire the following flaw: "I am extremely curious, and I get bored incredibly easily". Damage you take while in wolf form is instantly transferred to your original body, and vice versa. Each creature you bite while in wolf form acquires this same feat, becoming a Wolfwalker itself.
- Each time you fall asleep, you cannot wake up again unless your spirit in wolf form is within 5 ft. from your body.
- You can spend 1 night in the wilds to acquire a wolf pack. The pack is friendly to you and your companions and obeys your commands. See the pack's game statistics in the Wolf Pack stat block, which uses your proficiency bonus (PB) in several places. The pack size equals to twice your PB of individual wolves.
WOLF PACK
Large swarm of Medium Beast
Armor Class 13 (natural armor)
Hit Points Twenty times your PB
Speed 40 ft.
Skills Perception + Three plus your PB, Stealth +4
Senses Passive Perception 13 + PB
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Keen Hearing and Smell. The Wolf Pack has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Medium Beast. The swarm can’t regain hit points or gain temporary hit points.
Actions
Multiattack. The Wolf Pack makes an amount of attacks equal to your PB with its bite.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d6 + PB piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
In combat, the Wolf Pack shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Wolf Pack can take any action of its choice, not just Dodge.
- You learn the cure wounds spell. You can cast this spell at level 1 without expending a spell slot. Once you cast the spell in this way, you can’t cast it in this way again until you finish a short rest. This spells’ spellcasting ability is Wisdom.
- If your Wolf Pack is with you, it can use its help action to add its proficiency bonus to the level at which you can cast the cure wounds spell.

Thank you for this beast of a feat <3 ily
This feat was inspired by the movie "Wolfwalkers" (2020).
The vulnerability to iron and silver is not in the movie, so you are welcome to ignore that part. We (me and my players) decided to add it simply because otherwise this would feel less like a curse and more like a blessing.