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 energy 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 weather.
Innate Spell Casting. You know the Fire Bolt cantrip. You can cast the Absorb Elements spell as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast the Darkvision spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Gold Breath Weapon. At 5th level, you gain a second breath weapon. 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:
Weakening Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
Poisonous Breath. Each creature in the cone must succeed on a Constitution saving throw or take 2d8 Poison Damage be poisoned until the start of your next turn. On a succesful save, it takes half damage, and is not poisoned.
Once you use your Gold Breath Weapon, you can’t do so again until you finish a long rest.