Here be dragons!
Draconic Races
In the new fashioned tradition set by previous UA, these races have fully custom ASI spreads. Unlike previous UA's these races already existed, with multiple prints of stats even. Is this precedent for all the previous races getting this mechanical overhaul? Possibly. Maybe a sign of the mythical 5.5e? Who knows?
A common trait these revamps share is that their scales can be whatever color. Which is nice because everyone already did that anyway.
Chromatic Dragonborn
Originally in 5e, dragonborn were all one race entry regardless of ancestry. Then they got a few new variants in Wildmount in order to make them more desirable for playing because the PHB dragonborn were kind of lackluster for most things. In this UA, instead of making one race with a few Sub-Races (which would have been obvious considering they share a significant portion of their mechanics) they made them into 3 new core races. As such, I will condense all the similar mechanics into this entry. Aside from that, they still don't have even basic darkvision, which is odd considering that the True Dragons they are ostensibly related too have both an extended darkvision range and blindsight.
Breath Weapon
Now for the main event, the thing that supposedly makes a Dragonborn feel like a Dragonborn: Burninating all the peasants and there thatched roof cottages! It's objectively better than the old Breath Weapon, because it has better damage, and if you have multiple attacks it doesn't eat your full action. On the downside, it still isn't that great for some classes, namely Rogues and most Casters, who don't get the luxury of splitting up their action in such a fashion. For a bit of variation, Chromatics get a Line, while Metallics/Gems get a Cone. and now I have a question: Could, say a high level fighter, use this ability multiple times per attack action for a massive nova?
Draconic Resistance
Now here is an interesting conflict. Chromatic and Metallic Dragonborn have the better elemental types for defense (based upon the number of creatures that attack with those elements), while Gem Dragonborn have the better elemental types for offence. Even trade? Depends on the campaign.
Chromatic Warding.
With the Chromatic Unique Power, you can do your best t-800 impression while walking naked through a wall of fire unscathed. This is one of those powers that players will absolutely find a use for due to the cool-factor.
Metallic Dragonborn
Basically the same as there Chromatic cousins, save for the final ability.
Metallic Breath Weapon
Metallic dragons have two breath weapons, one for melting faces, and one that is the less lethal approach. You get to pick which kind you want to have every time you use it, but you only get to use it once per day. That said, a STR save AoE knockback +prone is really good.
Gem Dragonborn
Gems get to have two different unique powers in addition to having more exotic elemental damage types!
Psionic Mind.
Telepathy is always fun, even if it is one-way only.
Gem Flight.
So the other thing dragons are famous for is flying. Unfortunately only Gem Dragonborn get this in any capacity. Fortunately, this has a limited duration, so your DM is far more likely to let you play as one than an Owlfolk. You know, if they allow psionics that is.
Thoughts.
This could have easily been one race with subraces. And I could totally see myself having a fun time with any of these, which is a unique thing to say, as I normally disagree with at least one of the options in these kinds of UA.
Kobold
Now with less sensitive vision and begging!
A small sized race with 30 speed is nice, only 60' of darkvision but doesn't suffer in the sunlight.
Draconic Legacy
Your choice of : Advantage vs fear (like anyone is going to pick this), a Cantrip (ooh shiny), or using your tail as a weapon?
That last one is a real head scratcher, I've never seen kobolds depicted as attacking with their tails, unless it was a monk maybe. I've seen both claws and teeth used for attacks however, and why one of those wasn't picked is a bit beyond me.
Draconic Roar.
Better than Grovel, Cower, and Beg in every way possible, especially the way that counts: It doesn't make you beg.
Thoughts.
So here is the big question: Did you ever want to play a kobold, but hated the thought of being a pathetic worm or having your eyeballs fry in the sunlight? And here is the answer to that. There isn't anything particularly wrong with it (other than that tail weirdness) and it has some highly desirable traits.
Feats
Anyone can take these feats for a splash of the old draconic blood.
Gift of the Chromatic Dragon
The Artificer's Elemental Weapon is back, in Feat Form. Only the cool part is once per day. One of those cases were PB/LR makes sense, but wasn't used for reasons. There is a reaction to give you resistance, but that got the pb/lr treatment instead of that just happening whenever.
Gift of the Metallic Dragon
You learn the Cure Wounds spell and get the ability to cast it for free once per day. Handy I suppose. The reaction ability this time lets you subtract a d4 from an attack as a reaction. Which could turn a hit into a miss, if your DM lets you see them roll.
Gift of the Gem Dragon
The most underwhelming of the bunch, a half-feat that gives you a force push, that only works when you take damage from a creature. This should really give you telepathy or something.
Thoughts.
I wish these were just a bit better. Feats are kind of a premium currency when it comes to character creation: You might get one or two and you really want them to be character defining to the point where it would be significant rather than just a sometimes thing. GotMD is just barely there, the other two aren't.
Spells
Slightly unexpected, but a nice cherry on the top of the shortcake none the less.
Draconic Transformation
Flying, Blindsence, and a BA attack breath weapon. nice package, but I'm not sure of the level 7 price tag.
Fizban’s Platinum Shield
Half cover (+2 AC/Dex saves), Resistance to elemental damage, and evasion. Also you can swap targets. It's a 6th level spell, but it feels like they added a bunch of extra minor stuff like the target swap to try and justify making it a 6th level spell instead of making it 5th.
Flame Stride
A beefed up Expeditious Retreat that can also be used to hurt people. Finally a spell that fits it's level.
Icingdeath’s Frost
A 2nd level spell that can trade an action for speed. I like this one too, despite the lowish damage and Con save, it's geared more for control, and it shows.
Nathair’s Mischief
It's wild magic, but you only role once and you get to move the AoE if you get something that doesn't fit. Still, I can't see myself using this as more than a joke.
Raulothim’s Psychic Lance
Now that's a mighty lance, lots of psychic damage, INT save, and it makes the target incapacitated. The part where you can name someone so the lance will strike them without being able to target them directly is wild and fun.
Summon Draconic Spirit
It's a summon spirit, in draconic form. But you can also use it as a flying mount because it's a large dragon. Ironically, this is also a great case for why Draconic Transformation should be lower level.
Thoughts.
I can see using actually most of these spells, it's just that a few of them are below par.