Dragonborn

The following traits replace the Breath Weapon and Damage Resistance traits.

Breath Weapon
You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 5th level, 6d6 at 9th level, 8d6 at 13th level and 10d6 at 17th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Damage Resistance
While you aren’t wearing armor, you can calculate your AC as 12 + your Dexterity modifier. You can use a shield and still gain this benefit. Additionally, you have resistance to the damage type associated with your draconic ancestry.

Claws
Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

''Note: Claws have been removed from this version of Dragonborn. With the addition of level 1 racial feats to our house rules Claws can now be easily acquired with the Dragon Hide feat.''

Dragon Hide
The Dragon Hide feat described in Xanathar's Guide to Everything is replaced with the version below. This is to prevent redundancies between the feat and the above changes to Dragonborn.
 * Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
 * Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. You gain a +1 bonus to AC.
 * You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.