Werewolf Idea (Feedback Please)

WEREWOLF
+3 Strength / Beastial Attack: Strength - Vary Close - d10 (PHY) - Scales off your current Proficiency / Evasion +1 / Armor Score: 6 / (PHY) damage resistance.

Take advantage on: Attack, Scare, Track

(Ability)
Furious Strike: When you successfully hit utilizing your Beastial Attack, you can expend a number of Hope (Maximum 2) to give yourself extra Proficiency with the attack, allowing you to go past the maximum possible Proficiency.

(Passive Ability)
Hardy Endurance: Your damage thresholds Increase by +3 in this form.

Transformation Rules
When you transform into a werewolf, you are no longer able to use feature cards or domain cards of your class. You shed your current armor, and are given a natural armor score. You also lose the ability to use weapons and to speak, and can only respond in low tone growls and roars.

Every night regardless of the moon phase ‘Except for the full moon’ you can willingly choose to transform into the Beast, or resist the urge, marking 2 Stress to maintain your sanity, or by making a Duality check, If you have none, or are not willing to spend any at the current time. “The Duality checks difficulty should be figured out by both you and your GM before the game. Or, you can leave it up to your GM, your choice.” If you fail your Duality check, you lose yourself within the Beast and can no longer discern friend from foe. Your ravenous hunger because of this taxing transformation throws you into a frenzied bloodlust, your desire to kill and eat are the only things you can think about for the first 2 hours of the change, But afterwards, by choice of the GM, you may be able to be influenced by others, and potentially regaining your sanity. Although, the difficulty of the role to do so would be great, reasoning with a beast in any manner, whether it’s hungry or not, is difficult. “Remember that the narrative is in your hands as well as the GM’s hands. Daggerheart is a collaborative effort between you and your GM. If you strongly feel that in your transformed state that you would not harm your fellow party members, converse and make that clear with your GM. And if you feel some of the rulings of this curse don’t agree with you, do be sure to make those clear as well.”

If there are any other means in which you think would justify a forced transformation narratively, converse with your GM as much as possible to figure those out. “Same goes in preventing a forced transformation.”

(Secondary Forced Transformation Examples)
So an example of secondary triggers to your transformation, let’s say your character has some sort of extreme phobia, or some kind of immense trauma in regards to blood or gore. You can allow the GM to use these against you as a means of highlighting the dangers of your curse, and how attached they are to your emotions. You can mark 1 Stress to resist the transformation, or make a Duality check.

(Transformation Prevention Examples)
“Preventing the beast from taking the fray is difficult, But I would strongly urge that you collaborate with your GM, and figure out things that could.” A couple examples that you could utilize in regards to preventing a Transformation, is utilizing things such as poisons or toxins, to force the Beast Within to focus on healing you instead of transforming you. Although do not make this decision lightly, for poisons and toxins of any kind harm the body, and if you’re not careful you could end up killing yourself.
Full Moon Rules
During the night of a full moon, you may find yourself disorientated, confused and wandering into the middle of the night, only to be met by the lunar brilliance of the full moon. You are compelled to stare at it in awe of its luster, only to be racked by white searing pain throughout your mind and body, as your beast begins to take hold.
You cannot mark Stress to maintain your sanity, nor use Duality rolls either, you immediately lose yourself within the beast.
Transformation by Hope
Even though being a werewolf is a terrible curse, you can still benefit from it in various ways. For example, you can expend Hope to tap into a number of the beast’s features to aid and benefit you.

Feature Chart

(Beastial Strength) You can expand 1 Hope to tap into the beast’s strength, aiding you with any kind of roll that involves Strength. This feature only lasts for one roll, and then you have to activate it again.

(Beastial Sense) You can expand 2 Hope to give yourself Advantage with tracking, That means anything involving your sense of smell, sight, or hearing has Advantage as well. This feature only lasts for an hour, and when it ends you mark a stress.

(Beastial Presents) You can expand 2 Hope To gain Advantage on Presence intimidation checks. This feature only lasts for one roll, and then you have to activate it again.

(Transformation) You can expand 3 Hope to transform into a werewolf, gaining you the werewolf stat block, and bypassing the negative features of maintaining your sanity. However, if you want to transform back into a human, instead of waiting for the transformation to end, you have to mark 2 Stress to do so. The transformation lasts 8 hours.

Optional Rules Chart
There are a few optional rules here that you and your GM can implement if they seem preferable, and or interesting. Of course, I would also encourage the creation of optional rules of your own.

(Timed sanity) There are two ways in which this mechanic can be implemented. The first one, is when you expand 3 Hope to transform into a werewolf a countdown will start. This countdown governs how long you can stay in your werewolf State before you lose your sanity, giving a player a sense of dread even when choosing to be the beast.
The second, is a little bit more up in the air but could potentially be interesting. Maybe not relying on the daggerheart countdown system, but when a forced transformation is happening, if the other players are aware of it and are witnessing it, the GM can set a literal minute to minute countdown, to see whether or not the players can find a way to stop the transformation, lock the person away, or flee from the scene.

(Moon gazing) This rule expands upon the idea of lunar transformations, as well as preventions of said transformations through particular means. For this optional rule the moon itself is what causes you to transform, meaning that you have to be looking at it. Depending on how full the Moon is, will affect how difficult The Duality check will be; and you can also expand Stress to prevent a transformations still, except for the full moon.There are items in which your character could have in their possession that would otherwise prevent lunar transformations even when staring at the Moon. For instance, if you have a thick pair of shaded goggles that would prevent lunar rays from entering your retina, and traveling to your optic nerve causing a transformation, then you can wear those. However while wearing them you will gain disadvantage on anything relying on sight. And let’s say as a player you forget to put them on, a GM can punish you for that.