Doesn't an unarmed strike only deals 1 point of damage, unless that character is a Monk? This "curse" would increase it to 2d4, which is a substantial increase in hitting power (pun intended). It's not just better than an unarmed strike, it's better than most offhand weapons. I'm not saying it's game-breaking, but "no change in power" isn't really correct. It's significant.
Yeah, in my Werewolf feat, the Unarmed Strike only deals 1 point of damage. Plus Strength.
But even if there is separate way to boost it, it would work like Two Weapon Fighting normally does. Each claw is like a light weapon in each hand. Use an Action for the mainhand attack, and a Bonus Action for an offhand attack that lacks a Strength modifier, or a fang bite. Or if the character has a class with the Extra Attacks feature, one can alternate among claws and fangs.
It balances normally.
These aren't in the rules-as-written...are these your house-rules?
These are my rules for a playable Werewolf character concept. I am currently finetuning them in the context of Mixed-Species characters as feedback for the playtest.
The description for the Werewolf character is informed by the monster stats, but player characters and monsters dont use the same mechanics.
Things that are too powerful for a player character can defer to higher levels.
Unless I'm mistaken, according to the MM the character gets a whole truckload of features and abilities on the first night of the full moon, with no drawbacks at all.
At level 20, a player character can also have accumulated a truckload of Werewolf features.
But during that first time of the full moon, the player character becomes an NPC with no free will. Part of regaining ones humanity is learning how to restrict and negotiate ones Werewolf nature − which includes being unable to use its full strength without losing control.
It takes much experience and many levels to be able to safely unleash all of the Werewolf power.
That said, I really like the idea of these different features being locked behind character levels, or maybe even "werewolf-only" feats, as you're describing here with the damage immunity. Not only would it curb the sudden increase in power, it would also add a layer of customization to the character.
Good stuff here! I'm gonna be working on this all week, I think.
Sweet.
I plan on posting the Werewolf stuff in an other thread, when juggling other stuff settles a bit. I will link to here too, and look forward to what you are doing with a playable Werewolf.