race features:
Size. Cactir can vary drastically in height and weight, from
as tall and heavy as 8 feet and 250 pounds, to just over 4 feet
and 120 pounds.
Defensive Spines. You slowly regenerate a spiny defense
mechanism to deter predators. When a creature attempts to
grapple you, or hits you with a melee attack while within 5
feet of you, you can use your reaction to deal an amount of
piercing damage to it equal to 1d6 + your Constitution
modifier. Once you use this trait, you can't use it again until
you finish a long rest.
Desert Denizens. The amount of water you need each day
is halved, and you can gather the necessary water to survive
each day via exposure to at least 1 hour of light to heavy
rainfall.
Preserve Life. You are proficient in your choice of one of
the following skills: Animal Handling, Medicine, and Nature.
Waxy Hide. You have resistance to fire damage.
Subrace.
The primary kinds of cactir are Cultivar and Nepenth. Choose one of these subraces.
Cultivar
The majority of the cactir within their cities and towns are
cultivar, cactir who are most at home within their gardens and
stables, tending to their plants and animals with unrivaled
passion.
Ability Score Increase. Your Constitution score increases
by 1.
Green Thumb. You have proficiency with the Herbalism kit.
Aloe Balm. As an action, you can secrete a solution with
natural healing properties into a vial or similar sized
container, or on to the wounds of a creature you touch. The
solution loses its potency once applied to a creature, or after 1
hour. When applied to a creature, the target regains a number
of hit points equal to your level.
If the creature is poisoned as a result of failing a saving
throw, it can repeat its saving throw against the effect with
advantage, ending it early on a success. Once you use this
trait, you can't use it again until you finish a long rest.
Nepenth
The nepenth are a much more reclusive lot, and oftentimes
don't reside in any specific cactir settlement. They are
trackers, and hunters. Living off the land itself, but only in as
much as doesn't interfere with the natural order of things.
They are talented combatants, especially skilled at fighting
beasts, but also more than capable of handling themselves
against other races.
Ability Score Increase. Your Dexterity score increases by
1.
Ambushers. You can attempt to hide even when you are
only lightly obscured by foliage, or other vegetation.
Needles. The specialized needles that grow on your body
are natural ranged weapons, with which you're proficient.
They have a normal range of 20 feet, and a long range of 60
feet. When you hit with them, the target takes piercing
damage equal to 1d4 + your Dexterity modifier.
Additionally, when you make an attack with your needles,
you can choose to coat them in a poison developed by your
body. If the attack hits, it deals an additional amount of poison
damage equal to your level. Once you have used this poison,
you can't create it again until you finish a long rest.