The idea behind this rework is to make the Dragonborn race not necessarily very powerful, but more flavorful and fun to use. I feel that the version presented in the PHB is a bit lacking and not so fun to play. I aim to correct that while simultaneously making them a more competitive option for those that feel the race is underpowered.

Follow the guidelines and conventions in the PHB. The lore bits in the PHB and SCAG also remain relevant.

Dragonborn Traits

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

Ability Score Increase. Your Constitution score increases by 2.

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 150.

Alignment. Dragonborn tend to extremes, making a concious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.

Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Low Light Vision. Your draconic blood grants you a limited ability to see in the dark. You can see in dim light within 60 feet of you as if it were bright light.

Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon, damage resistance, bonus ability score increase, and adpatation are determined by the dragon type, as shown in the table.

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 proficiency bonus + your Constitution modifier. A creature takes 1d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 5th level, 5d6 at 11th level, and 7d6 at 17th level.

After you use your breath weapon, you can't use it again until you complete a short or long rest.

Breath Utility. You may use your action to exhale to create minor and harmless effects related to your Breath Weapon. The effects you create must fit within a 5-foot cube. Some examples of this include lighting a torch with your fire breath and using poison breath to create a foul smelling cloud. DMs are encouraged to allow their players to be creative. You may use this ability as often as you like, provided you have use of your action. You may use this feature even if you have already used your Breath Weapon.

Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.

Adaptation. Your draconic ancestry causes you to be adapted to certain environments. Shown in the Adaptation column of the Draconic Ancestry table, you might have any of the following adaptations:

Altitude Adaptation. You are acclimated to high altitudes and do not suffer any ill effects from being in such environments. Furthermore, you have resistance to bludgeoning damage taken due to falling.

You are acclimated to high altitudes and do not suffer any ill effects from being in such environments. Furthermore, you have resistance to bludgeoning damage taken due to falling. Climber. You have a climb speed of 30 feet.

You have a climb speed of 30 feet. Cold Adaptation. You are naturally adapted to cold climates. You automatically succeed on the saving throw to avoid exhaustion due to Extreme Cold.

You are naturally adapted to cold climates. You automatically succeed on the saving throw to avoid exhaustion due to Extreme Cold. Heat Adaptation. You are naturally adapted to hot climates. You automatically succeed on the saving throw to avoid exhaustion due to Extreme Heat.

You are naturally adapted to hot climates. You automatically succeed on the saving throw to avoid exhaustion due to Extreme Heat. Ice Walk. You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement.

You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement. Perceptive. You do not suffer disadvantage on Wisdom (Perception) checks due to Strong Wind or Heavy Precipitation. Also, lightly obscured objects and creatures count as not being obscured at all for you.

You do not suffer disadvantage on Wisdom (Perception) checks due to Strong Wind or Heavy Precipitation. Also, lightly obscured objects and creatures count as not being obscured at all for you. Survivor. You can subsist on a quarter of the amount of food and water as normal PCs without suffering any ill effects. Furthermore, you may add your proficiency bonus when foraging, even if you are not proficient in Wisdom (Survival), or double your proficiency bonus if you are.

You can subsist on a quarter of the amount of food and water as normal PCs without suffering any ill effects. Furthermore, you may add your proficiency bonus when foraging, even if you are not proficient in Wisdom (Survival), or double your proficiency bonus if you are. Swimmer. You have a swim speed of 30 feet.

Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.