Race is a core part of your character's identity. These racial features have been amended for balance and to better support survival mechanics.
Breath Weapon: You may use your breath weapon as a bonus action instead of a full action. Alternatively, if you can attack multiple times during the Attack action, you may use your breath weapon as one of these attacks.
After you use your Breath Weapon, you can't use it again until you complete a short or long rest.
Kiris, a 5th-level dragonborn fighter, can attack twice with her Attack action thanks to Extra Attack. In one action, she makes one attack with her sword and then—as a second attack—unleashes her breath weapon.
Human Determination: If you are a non-variant human, you gain the Human Determination racial trait.
You are filled with determination. If you fail an attack roll, ability check, or saving throw, you can reroll one d20. You must keep the new result.
After you use Human Determination, you can't use it again until you complete a short or long rest.
Lucky: After you use Lucky, you can't use it again until you complete a short or long rest or you roll a natural 20 on an attack roll, ability check, or saving throw.
Hungry Jaws: Replace your existing Hungry Jaws ability with the following trait.
As a bonus action, or as one attack during an Attack action, you can make a bite attack against an adjacent target. If the attack hits, it deals 1d6 + STR damage. If the target is a living, blooded creature, you also gain temporary hit points equal to the damage dealt. The damage increases to 2d6 + STR at 6th level, 3d6 + STR at 11th level, and 4d6 + STR at 16th level.
After you use Hungry Jaws, you can't use it again until you complete a short or long rest.
Magic Resistance: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Poison Resistance: (Replaces Poison Immunity) You have advantage on saving throws against poison, and you have resistance against poison damage.