Note: This feat is meant to transfer some of the werebear stats from it's stat block for pc character usage, with a little extra homebrew as you lv up.
You take this feat as essentially a character feature automatically, after you have embraced your curse of lycanthropy and are now a werebear.
Shapechange: You can use you action to transform into a Large bear-humanoid hybrid, large bear-wildshape hybrid (If wildshape is also used), or into a Large bear, or back into its true form, which is humanoid. Your statistics, other than your size and strength, are the same in each form, when transformed your base strength becomes 19 if not already. Any equipment you are wearing or carrying isn't transformed. you revert to you true form if you die. This can be done as as many times equal to half your proficiency bonus rounded down +1 until you finish a long rest. Reverting to humanoid form is free and each transformation lasts for 2 hours or until you revert back into your base form as an action. At lv 5 you can transform as a bonus action. (Cannot cast spells, or concentrate while in a werebear form, can be used in tandem with normal class features like wild shape, rage, smite, etc.).
Hybrid form: While in a hybrid-humanoid form, you can talk and you're a large creature. Since you are so large, you can wield two-handed weapons if you have proficiency in them, with one hand.
Temporary hit points: After shape changing into your werebear form, you gain temporary hit points equal to 2d10. While transformed with out any temporary hit pts, you can use one of your werebear shapechange charges as a bonus action to regain temporary hit points equal to 2d6. After doing this your transformation time increases by 2 hours. Temporary hp lasts until werebear transformation is over.
Speed: 30 ft., (40 ft. , climb 30 ft. in bear or hybrid form)
Damage resistances: All damage from bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered, when in humanoid form, damage is either reduced by 3d8 or halved, which ever is lower.
Damage Immunities: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered when in bear or hybrid form only.
Silvered afflicted damage: If hit by a silvered weapon, you take 1d6 extra damage when you are in your humanoid form and 2d6 extra damage when in a werebear form of the associated weapons damage type. Silvered weapon damage bypasses all resistances.
Extra attack: At lv 10 if you don't already have an extra attack then you can attack twice, instead of once, whenever you take the Attack action on your turn (using werebears bite attack takes a full action)
Werebear Strength: At lv 7, when you deal damage with an melee weapon attack, when you are in a werebear form, you deal 1d4 extra damage of the associated damage type At lv 14, 2d4
Mindless Attacks: While you are in combat and are transformed into a werebear, if you end your turn without attacking using a melee attack or start your turn without attacking with a melee attack on your last turn, roll 1d6, on a 1 you attack 1 creature that you are aware of and is 5 feet away from you, at random once with your claws or another melee weapon, then your turn ends. (If you mindlessly attacked something, your attack prioritizes using your claws if able to.)
Actions:
Bite (bear or hybrid form only) Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC (8 + CON + Prof) Constitution saving throw or be cursed with werebear lycanthropy.
Claw (bear or hybrid form only) Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
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