You have darkvision.
You can take the Magic action to grant any friendly creatures advantage on attack rolls against hostile creatures until the start of your next turn, provided the friendly and hostile creatures are within 10 feet of you and can hear you.
Once you use this feature, you can't use it again until you finish a short rest, unless you expend one use of your Draconic Breath feature.
When you use your Breath Weapon feature, you can cause each creature that fails the saving throw to become incapacitated until the start of your next turn.
When you use your Breath Weapon feature, you can cause each creature that fails the saving throw to be pushed away from you a number of feet equal to five times your proficiency bonus in feet and then become prone.
You can take the Magic action to cause any creature that can hear you within 60 feet of you to make a Wisdom saving throw against your Constitution DC). On a failed save, a creature becomes frightened of you for 1 minute. If the frightened creature takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend one use of your Draconic Breath feature.
You gain blindsight (10 feet).
You inherit a sorcerer cantrip and level 1 sorcerer spell of your choice, choosing Intelligence, Wisdom, or Charisma as the spellcasting ability. Moreover, you can replace the damage type dealt by the chosen spells with the damage type related to your Draconic Ancestry feature option.
You have a flying speed equal to your walking speed, provided you aren't encumbered.