Claw Fighter (4e Feat)
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Your claws are weapons.
Prerequisite: Gnoll, Fenrirborn, Wolfborn, Kattin, Telia Catfolk, Hito-Neko, Skum, Catkin, Rakshasa, Iejirisk, Pandaemonata, Incubi, Spikean, Succubus
Benefit: Your claws are melee weapons with which you are proficient. You have two sets of claws, one in each hand. Each set of claws is a part of the light blade weapon group, deals 1d6 damage, has a +3 proficiency bonus, and has the off-hand property. When you are holding an item in one of your hands, you cannot use the claws in that hand to attack. You can enchant and disenchant your claws. When you disenchant your claws, they do not turn to dust. If you are a monk, then your unarmed attacks are increased by one die size (d4 becomes d6, d6 becomes d8, etc.) rather than your claws dealing 1d6 damage.