race features:
Claws. You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 1 hour.
Natural Armor. Your shell provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal.
Nature's Intuition. Thanks to your mystical connection to nature, you gain proficiency with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.