race features:
Fear Aura: At 10th level, any creature hostile to you that starts its turn within 30 feet must make a DC (DC = 5 + Proficiency Modifier + Wisdom Modifier) Wisdom saving throw unless you are incapacitated. On a failed save, the creature is frightened until the start of your next turn and take 5d10 psychic damange. If a creature's saving throw is successful, it takes half damange and the creature is immune to your aura of an hour unless you make succeed Intimidation roll against the creature.
Large and Scary: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift and gain proficiency in Intimidation.