race features:
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
Heavy Shell
You have advantage on ability checks and saving throws you make to avoid being knocked prone. In addition, when you stand up from being prone, you must use your bonus action, in addition to the amount of movement you spend.
Lionheart
You gain proficiency in your choice of one of the following skills: Acrobatics, Athletics, Insight, or Intimidation.
Slashing Claws
You can use your claws to make unarmed strikes. When you hit with them, the strike deals slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Telepathic Bond
As an action, you can form a telepathic bond with a willing creature you can see within 100 feet of you. For 1 hour, you and that creature can communicate telepathically with each other, even if you don’t share a language. If that creature doesn’t speak any language, the two of you can still communicate rudimentary ideas, images, and feelings. The connection ends early if you use this trait again to bond with a different creature, or if you and the creature are ever more than 100 feet apart.
Tough Shell
While you aren’t wearing armour, your base AC is 12 + your Constitution modifier. You can use a shield and still get this benefit.
In addition, when you fall, you can use a reaction to angle your body and cushion the impact through your shell. When you do, you can subtract up to 100 feet from the fall when calculating falling damage. Once you use this reaction, you can’t do so again until you finish a long rest, as your shell recovers from the impact.