Maybe try limiting to 3-4 enhancements each
As a bonus action, you can deploy a set of long claws from one or both of your empty hands, which you can use to make unarmed strikes. You use your choice of your Strength, Dexterity or Wisdom modifier for the attack and damage rolls, you must use the same modifier for both rolls. On a hit, the claws deal damage equal to 1d8 plus the ability modifier you used for the attack roll. The damage type is either piercing or slashing (your choice).
Brutal Claws. The damage die of your claws is increased to a d10.
Elemental Claws (5th level or higher). When you hit a creature with an attack using your claws, you can change the damage type of the attack to one of the following types; acid, cold, fire, lightning, poison or thunder. Regardless of the damage type, attacks with the claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Grasping Claws. When you hit a creature with an attack using your claws, you can use a bonus action to take the Grapple action against that creature.
Gripping Claws (5th level or higher). While your claws are deployed, you gain a climbing speed equal to your walking speed.
Hungry Claws. When you hit a creature with an attack using your claws, you can use a bonus action to gain temporary hit points equal to your Wisdom modifier.
Tripping Claws. When you hit a creature, that is your size or smaller, with an attack using your claws, you can use a bonus action to force the creature to make a Strength saving throw or be knocked prone.
Twinned Claws. Your claws gain the light property. In addition, when engage in two-weapon fighting using your claws in both hands, you can add your ability modifier to the damage of the second attack.
As a bonus action, you can deploy a chain, vine or web from your wrist and attach it to a melee weapon you are holding that lacks the two-handed property. Until you remove the chain (no action required), your reach for one handed melee attacks made with the weapon is 5 feet greater than normal.
Binding Chain (5th level or higher). When you hit a creature that is Large or smaller with an attack using your claws, you can force the creature to make a Strength saving throw. On a fail, the creature is restrained as the weapon is lodged inside the creature. The creature can repeat the saving throw at the end of each of its turns, removing the weapon and the condition on a success. The condition is also removed if you remove the weapon yourself (no action required) or if you are ever more than 30ft from the creature.
Heavy Chain. You can use two hands to make melee attacks with an attached weapon while still gaining the benefits of increased reach with the weapon. In addition, you can attach the chain to a weapon with the two-handed property.
Long Chain (5th level or higher). The attached weapon gains the thrown (30/90ft) property. In addition, the weapon returns to your hand immediately after you make a ranged attack with it.
Magic Chain (5th level or higher). Attacks made using an attached weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, the weapon gains a +1 bonus to attack and damage rolls unless it is a magic weapon that already has a bonus to those rolls.
When you make a ranged attack using a weapon that has the ammunition property, this mark can produce ammunition for the attack. The ammunition vanishes immediately after the attack, hits or misses the target.
Autoloading Quiver. You can ignore the loading property of a weapon you use with ammunition produced by this mark.
Magic Quiver (5th-level or higher). Ammunition produced using this mark is magical and grants a +1 bonus to attack and damage rolls made with it.
You grow hard, scaled skin. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.
Guardian Scales. When a creature within 10ft of you is targeted by an attack, you can use a reaction to have the attack target you instead.
Slippery Scales. You have advantage on checks and saving throws to avoid or remove the grappled condition.
Subdermal Scales. Your hit point maximum increases by and amount equal to your level in this class and increases by 1 again whenever you gain a level in this class.
Swimmer's Scales. You gain a swimming speed equal to your walking speed.
Resilient Scales (5th-level or higher). As a bonus action, you can gain resistance to non-magical bludgeoning, piercing, and slashing damage until the start of your next turn.
You gain proficiency in perception if you don't already have it. In addition, your proficiency bonus is doubled when making a Wisdom (Perception) check.
Arcane Sensor. You can cast the identify and detect magic spells as rituals.
Dark Sensor. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Psychic Sensor (5th-level or higher). You can cast detect thoughts once without expending a spell slot. You regain the ability to do so when you finish a short or long rest.
Robust Sensor. You have advantage on saving throws to avoid or remove the blinded or deafened conditions.
Roving Sensor (10th-level or higher). You can cast see arcane eye once without expending a spell slot. You regain the ability to do so when you finish a short or long rest.
TBD Sensor. You can cast detect poison and disease at will, without expending a spell slot.
TBD Sensor (5th-level or higher). You can cast see invisibility once without expending a spell slot. You regain the ability to do so when you finish a short or long rest.
TBD
Cavalry TBD. You can cast the find steed spell at will.
You learn two cantrips of your choice from the wizard spell list.