race features:
Barbed Hide: Your skin is covered is small, barbed spikes, when a creature grapples you, at the start of each of your turn in the grapple, they creature will take 2d10 piercing damange. Your AC is also increased by 1 even or without armour.
Piercing Shoots: As an action you are able to shoot your spikes in an explosion around you. Each creature within 30 feet of the you who can see it must make a DC (5 + Proficiency Modifier + Dexterity Modifier) Dexterity saving throw. On a failure, a creature takes 4d6 piercing damage and on a success it takes half damange. You must use an action to regrow your spikes, after using Piercing Shoots, you loss the affect of Barbed Hide until you regrow your spikes.