Claws is a Primary Power Set for Brutes, Scrappers, and Stalkers.
Your claws are bones or blades that extend from your hands or forearms. The lightweight, natural feel of claws allows you to strike quickly and nimbly. They are considered finesse weapons, allowing you to use either your Strength or Dexterity Modifier for your attack and damage rolls. Each claw strike deals slashing damage equal to 1d6 plus whichever Modifier you choose, and you may apply your Modifier to the damage of an offhand claw attack you make using your Bonus Action.
Your Shockwave feature may cause Pushback. Whenever a feature that uses an attack roll and it causes Pushback, your target will be pushed 15 feet away from you. If the attack roll is a critical hit, the distance is increased to 30 feet and the target must make a Dexterity Saving Throw or be knocked prone. If your Pushback shoves a creature into an obstacle, such as a wall or a Huge or larger creature, it suffers 1d6 bludgeoning damage for every five whole feet it would have otherwise traveled. Divide the remaining distance by five and round down.
Your claws are an extension of your hands -- literally. For the purposes of this Power Set, your Claws are functionally identical to a shortsword (from the Dungeons & Dragons 5th Edition Player's Handbook). This Power Set does not confer proficiency with any weapon.
You can also use your Action to make special maneuvers with your Claws. You can use Swipe, Strike, and Slash all at 1st level.
At 2nd level, you can use your Action to spin around in a circle with both sets of Claws extended. Each creature within 8 feet must make a Dexterity Saving Throw or take 4d6 slashing damage. If the creature's roll is successful, it takes half damage.
Starting at 3rd level if you are a Brute or a Scrapper, you can use your Bonus Action to make a feinting attack. Make a melee attack roll against a creature. This attack roll cannot be a critical hit but will still succeed on any result that would otherwise be one. If the attack roll is successful, you gain advantage on any Claws melee attack roll against the creature, and the creature becomes vulnerable to slashing damage. Both effects last until the end of your next turn. This feature is not available to Stalkers.
At 7th level, you can slam your Claws together, creating a shock of energy that ripples out from you. Use your Action to select a creature you can see within 15 feet. That creature must make a successful Dexterity Saving Throw or take 6d6 force damage and be knocked prone. If the creature's Saving Throw is successful, it takes half damage and is not knocked prone.
You can use Shockwave at 12th level.
At 10th level, you can use your Action to slash forward violently in a cone 7 feet long and 10 feet wide. Each creature in front of you must make a Dexterity Saving Throw or take 6d6 slashing damage. The creature will suffer an additional effect depending on your Archetype.
If the creature's Saving Throw is successful, it takes half damage and suffers no other effects.