race features: Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical steam in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 Fire damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance. You have resistance to Fire damage, and are acclimated to Hot climates.
Diplomatic Nature. You may choose two additional languages to add to your total languages. Additionally you may choose one of the following spells, Charm Person, or Speak With Animals, which you can cast as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest.
Brass Breath Weapon. At 5th level, you gain additional breath weapon types. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:
Numbing Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
Once you use your Brass Breath Weapon, you can’t do so again until you finish a long rest.