Werewolves, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. Werewolves draw from a roiling reservoir of anger at a world full of pain. Rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
Rage
In battle, you fight with primal ferocity. On your turn,
you can enter a rage as a bonus action.
While raging, you gain the following benefits if you
aren’t wearing heavy armor:
• You have advantage on Strength checks and Strength
saving throws.
• When you make a melee weapon attack using
Strength, you gain a bonus to the damage roll that
increases as you gain levels as a Werewolf, as shown
in the Rage Damage column of the Werewolf (Barbarian) table.
• You have resistance to bludgeoning, piercing, and
slashing damage.
If you are able to cast spells, you can’t cast them or
concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are
knocked unconscious or if your turn ends and you
haven’t attacked a hostile creature since your last turn
or taken damage since then. You can also end your rage
on your turn as a bonus action.
Once you have raged the number of times shown
for your Werewolf level in the Rages column of the
Werewolf (Barbarian) table, you must finish a long rest before you
can rage again.
Unarmored Defense
While you are not wearing any armor, your Armor Class
equals 10 + your Dexterity modifier + your Constitution
modifier. You can use a shield and still gain this benefit.
Reckless Attack
Starting at 2nd level, you can throw aside all concern
for defense to attack with fierce desperation. When
you make your first attack on your turn, you can decide
to attack recklessly. Doing so gives you advantage on
melee weapon attack rolls using Strength during this
turn, but attack rolls against you have advantage until
your next turn.
Danger Sense
At 2nd level, you gain an uncanny sense of when things
nearby aren’t as they should be, giving you an edge
when you dodge away from danger.
You have advantage on Dexterity saving throws
against effects that you can see, such as traps and spells.
To gain this benefit, you can’t be blinded, deafened, or
incapacitated.
See D&D 5e Player's Handbook Barbarian for more info on class features.