Shapechanger. The werecat can use its action to polymorph into a cat-humanoid hybrid or into a cat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The werecat has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce (Cat or Hybrid Form Only). Whenever the werecat makes a long-jump or a high-jump, it doesn't need to move first to gain the full benefits and can jump to a distance that's equal to 1d4 + it's strength score.
Expert Sneak. When trying to be stealthy, the werecat gains advantage on all stealth checks that rely on sound (If other creatures can't see it but can hear it).
Climbing Claws. When trying to climb up any non-magical surface that the werecat can stick its claws into (such as wood), climbing doesn't cost extra movement.
Always On The Feet. The werecat has an advantage on all saving throws against falling prone.
Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the werecat makes two dagger attacks or one light crossbow attack and a dagger attack. In hybrid form, it can attack like a humanoid or make two claw attacks.
Bite (Cat or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werecat lycanthropy.
Claw (Cat or Hybrid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Dagger (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Light Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Cursed Cuteness (Cat Form Only) Recharge 9 (roll a d10 instead of d6). The werecat exposes its belly and shows it's cuteness to everyone. Any creature within 20 ft. that can see it must make a DC 16 Charisma or Intelligence saving throw (they can choose which option to use). On a failed save, the creature is compelled to pet the cat. It must have a free hand to do so and must drop or stow any item they hold to free a hand if both hands are occupied. When it pets the cat, the cat can make one Bite attack and one Claw attack, both with an advantage on the attack roll.
On a successful save, the creature is immune to this effect for the next 24 hours and gains an advantage on the first attack made against the cat on its next turn.
A creature that is immune to being Charmed is also immune to this effect.
How dare you? Whenever a creature touches it, the werecat can use its reaction to make a Bite attack once.
Dude this is sick as heck!! Definitely using this for a campaign in the future.