Blessed Lycanthropy (Werewolf). A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope’s speeds in nonhumanoid form, damage immunities, traits, and actions that don’t involve equipment. The character is proficient with the lycanthrope’s natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope’s statistics. The character can’t speak while in animal form.
A lycanthrope has three different forms: a humanoid state, a hybrid one that combines humanoid and animal traits, and a pure animal form. Lycanthropes have the same stats as normal characters in humanoid form but benefit from the damage immunities and non-weapon stat block actions of their associated werecreature, as well as occasional bonuses in their animal and hybrid forms.
The character gains a Strength of 15 if his or her score isn’t already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. The character also gains immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks but becomes vulnerable to silvered weapons (the main weakness for all lycanthropes).
Selûne's Kiss. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 radiant damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.