What use is vanity and social norms when you can be so much more powerful without them. There are many ways one can enhance their physical form to become the envy and fear of those who witness you in battle.
The coven of claws specialises in self transmutation. Using secrets learned from druids, lycanthropes and vampires, they can transcend their frail forms and adopt far stronger ones, for a time. It is not without cost however, these forms are abhorrent to many and may have untold effects on mortal minds.
Starting at 2nd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Claws Spells table. These spells count as witch spells for you, but they don't count against the number of witch spells you prepare.
Claws Spells
Witch Level.1st | armor of agathys, inflict wounds, shield3rd | alter self, enhance ability5th | vampiric touch7th | polymorph9th |At 2nd level, you learn the primal savagery cantrip if you don't already know it. It counts as a witch cantrip for you but does not count against the witch cantrips you know. You can add your Intelligence modifier to the damage dealt with the cantrip.
Additionally, when you deal damage to a target with the cantrip, you can change the damage type to one of the following; bludgeoning, necrotic, piercing, poison or slashing.
Starting at 2nd level, as part of an attack you make with them, you can grow natural weapons, such as claws or horns. Alternatively you can enhance any existing natural weapons you possess.
You are proficient with these weapons and can use your Intelligence modifier in place or Strength for the attack and damage rolls. Attacks with the weapons deal 1d8 bludgeoning, piercing, or slashing damage (your choice).
specifiy unarmed strike or simple weapons?
At 2nd level, you become proficient in one of the following skills of your choice; intimidation, nature or survival.
Additionally, you can use Intelligence in place of the usual ability for any of these skills, regardless of which you choose.
At 2nd level, your skin becomes more resilient to damage. Your hit point maximum increases by 2 and increases by 1 again whenever you gain a level in this class.
Additionally, when you aren't wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
Starting at 6th level, you gain two additional spirit features to use with your Invoke Spirits feature:
Spirit of Savagery. When you use an action on your turn to cast a spell or cantrip, you can expend a spirit as a bonus action to cast primal savagery. You may use another valid spirit feature for this casting.
Spirit of Savagry ALT. When you use an action on your turn to cast a spell or cantrip, you can expend a spirit as a bonus action to make an unarmed strike. You can also use Spirit of Wrath or Spirit of Thirst for this extra attack.
Spirit of Thirst. When you damage a creature with a melee attack, you can expend a spirit to regain a number of hit points equal to 1d6 + your Intelligence modifier.
Starting at 14th level,
Starting at 20th level,
Starting at 2nd level, you can use a bonus action to shift your form into a more monstrous one for a number of hours equal to your Intelligence modifier or until you end the form with another bonus action. You decide the appearance of the form.
Whilst in this form, you gain the following effects:
Your creature type becomes beast, monstrosity or undead (your choice).
You have advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks.
Your hit point maximum increases by an amount equal to twice your witch level. Your current hit points also increase by the same amount when you assume the form.
Once per turn, when you damage a creature with a melee spell attack or unarmed strike, you can gain 1d8 temporary hit points.
Additionally, as part of an attack you make with them, you can grow natural weapons, such as claws, horns or hooves. Alternatively you can enhance any existing natural weapons you possess. You are proficient with these weapons and can use your Intelligence modifier in place or Strength for the attack and damage rolls. Attacks with the weapons deal 1d8 bludgeoning, piercing, or slashing damage (your choice).
You can assume this form a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you have no uses remaining, you can expend a spell slot of 2nd-level or higher to use this feature again.
While cool and powerful, being limited use does risk them being screwed if they run out of uses. Given that they have a d6 hit dice and this kinda expects them to be unarmoured.
On the other hand, it quickly becomes feasible to always have it up and there's not much reason not to, beside roleplay. Maybe a couple more drawbacks or ways it can end early?
What if there's a list of options for the form and you can choose prof mod amount of them each time you assume the form:
Starting at 6th level, when you use an action to cast a witch spell or cantrip on your turn, you can use a bonus action to cast the primal savagery cantrip.
Additionally, you can add your Intelligence modifier to the damage you deal with the cantrip.
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Additionally, whilst in your Monstrous Form, attacks made with your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can also choose to deal acid, poison or necrotic damage with these natural weapons in place of their normal type.
Starting at 6th level, whilst in your Monstrous form you can attack twice, instead of once, whenever you take the Attack action on your turn. Attacks made with your natural weapons in this form also count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, you can enhance your natural weapons in one of the following ways (choose when you assume the form):
Primal Weapons. Choose one of the following damage types; acid, cold, fire, lightning, necrotic or poison. When you deal damage with your natural weapons you can change the damage type to the chosen type.
Thirsty Weapons. Once per turn, when you deal damage with your natural weapons, you can gain temporary hit points equal to 1d6 + your Intelligence modifier.