Bestial Instincts
At 1st level you gain the following abilities:
Natural Abilities: You can use your bonus action to transform for a minute a number of times equal to your proficiency.
Claws: You have slashing claws that deal 1d8 + your Strength modifier slashing damage. Once on each of your turns while in your monster form when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Bite: You have a powerful bite that deals 1d8 + your Strength modifier piercing damage. Once on each of your turns while in your monster form when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
Prehensile Appendage: You have a flexible appendage that can strike enemies within 10 feet, dealing 1d8 + your Strength modifier bludgeoning damage. While in your monster form if a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your appendage and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Bestial Senses: Your senses sharpen, granting you advantage on Perception and Survival checks related to sight, scent, and sound.
Wild Frenzy
At 6th level, when you take the attack action on your turn, you may spend 3 Ferocity die to make an additional attack as part of the same action. You may spend die this way any number of times per attack.
Feral Agility
At 11th level your bestial instincts enhance your agility and mobility.
Feral Movement: Your movement speed increases by 10 feet, and you can move through difficult terrain without penalty.
Pounce: When you use your natural weapon attacks on your turn, if you’ve moved at least 15ft you can make an additional attack against a creature you hit with a natural attack this turn.
Savage Fury
At 18th level you unleash your primal fury, becoming a true apex predator.
Rampage: When you reduce a creature to 0 hit points with a natural weapon attack on your turn, you can make an additional natural weapon attack as a bonus action.
Savage Roar: As an action, you emit a terrifying roar that forces all creatures of your choice within 30 feet of you to make a Wisdom saving throw against your special save DC or become frightened of you for 1 minute. They can repeat the saving throw at the end of their turns to end the effect.