Kitalpa

Recommended Classes: Fighter, Dragoon, Cleric, Barbarian
=== Overview ===
Strong and hearty, the Kitalpa are a humanoid race that has adapted to life underground.
Armoured plates of Keratin cover parts of their arms, hands, and sometimes the chest. Their skin ranges from brown, tan, and even grey, and their eyes resemble gemstones like amethyst and rubies. These eyes are well accustomed to dark spaces, giving Kitalpa the nigh-unparalleled ability to see in the dark. Their hair is often black, though shades of brown are not uncommon, and most Kitalpa, regardless of gender, keep their hair short, almost never letting it go past their shoulders.
=== History ===
Almost 1400 years ago, the Kitalpa first emerged from The Black Gate, as many races and creatures have, fleeing their homeland en masse for reasons now lost to time. Since then, they've carved a place for themselves on the continent, both literally and figuratively. Kitalpa often find work as miners and excavators, as one might expect, but also as warriors, bodyguards, and even merchants.
They are a proud people, who prefer to live in the present, rather than the past. They look favorably on those who have committed great deeds, whether that be on the battlefield, in a sculptors hall, or in a negotiation chamber.
The Kitalpa have carved a nation of their own to the south-west, along the Bastion Shores; the Realm of Rallenar.
Races across the continent have learned over the centuries that there is no greater ally to watch your back than a Kitalpa.
=== Statistics ===
Your Kitalpa character has the following traits.
==== Ability Score Increase ====
Your Strength score increases by 2.
==== Burrowing Speed ====
You have a 5ft burrowing speed. You can only use this to traverse earth, sand, and unworked stone.
==== Superior Darkvision ====
Accustomed to the lightless depths below the surface, your eyes are no stranger to the dark. You can see in dim light within 120 feet of you as if it was bright light, and in darkness as if it were in dim light. You can't see color in darkness, only shades of gray.
==== Sunlight Sensitivity ====
You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
==== Subraces ====
Two types of Kitalpa exist; Armored & Barbed
=== Armored ===
Your people have delved further into the ground than any other, and you've grown accustomed to burrowing through jagged stone and earth alike. The keratin plates across your body have grown to be extremely durable, and more prevalent, offering you a great deal of natural protection.
==== Ability Score Increase ====
Your Wisdom score increases by 1.
==== Superior Armor ====
When not wearing armor, your armor class is equal to 13 + your dexterity modifier. You can use a shield and still gain the benefits of this ability. If you are wearing armor, you gain a +1 to your armor class.
==== Subterranean Attack ====
As an attack, you can attempt to pull an opponent partially underground. Make an attack roll equal to your strength modifier + your proficiency bonus. On a successful hit, the target takes 1d10+STR modifier bludgeoning damage, and is partially pulled underground. They are considered proned while in this state, and must spend half of their movement to right themselves. After they've ascended to normal ground, the displaced earth returns to its previous state.
You and the target must be on earth, sand, or unworked stone for this abiltiy to work.
=== Barbed ===
Your ancestors chose not to live beneath the earth, instead developing poisonous barbs and spikes across the armored parts of your body.
==== Ability Score Increase ====
Your Constitution score increases by 1.
==== Poisonous Barbs ====
Your body has dozens of barbs which can be raised similar to a porcupine. 
As a reaction when you are hit by a melee attack within 5 feet, you can extend the barbs, dealing poison damage equal to your proficiency bonus. You can do this a number of times equal to your CON modifier, regaining all uses upon completing a long rest.
Additionally, you gain resistance to poison damage and advantage on saves against being poisoned.
==== Poisoned Weapon ====
You gain a deeper understanding of your poisonous barbs, learning new uses for them. Starting at 5th level, you may spend one hour depleting all the poison in your body, storing it for later use. You must have an empty glass container of some kind to do this, and you lose all uses of your poisonous barbs ability, though your resistances against poison still remain. This poison can be applied to a weapon and remains for a number of attacks equal to your CON modifier, causing that weapon to deal an additional 1d6 poison damage.
Poison stored in this way lasts for two weeks, after which it spoils and becomes useless.