I found this homebrew "Firemind Dragonborn" race on Dungeon Master's Guild (It was almost immediately taken down for some reason). It represents an Izzet Guild member given the Gift of Draconic Rebirth by the ancient dragon Niv-Mizzet. I'd like to know how well it compares to existing races, perhaps with Detect Balance (which I'm not able to access). Also, note that the Ability Score Increase is +2/+1 or +1/+1/+1, similar to the newer races. Without further ado, here is the race:
Firemind Dragonborn
Creature Type. You are a Humanoid.
Size. You are Medium or Small.
Speed. Your walking speed is 30 feet.
Izzet Ancestry. You have advantage on saving throws to maintain concentration on spells.
Cantrip Arsenal. You learn one of the following cantrips: fire bolt, ray of frost, or shocking grasp. Your spellcasting ability for this cantrip is Intelligence, Wisdom, or Charisma modifier (choose one when you select this race).
Draconic Resistance. You have resistance to one of the following damage types: cold, fire, lightning, or thunder (choose one when you select this race).
Undistracted. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Languages. You can speak, read, and write Common, Draconic, and one other language of your choice.
Izzet Ingenuity. Starting at 5th level, you specialize your innate abilities. Choose one of the following traits:
- Arcane Chemistry. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can use your reaction to change that spell's damage to cold, fire, lightning, or thunder.
- Warded Scales. You gain resistance to one additional damage type from your Draconic Resistance trait. You gain another one at 10th level, and the last one at 15th level. At 20th level you gain resistance to psychic damage.
- Polymath Spells. Choose one 1st level, one 2nd level, and one 3rd level spell from the list below. You always have these spells prepared, and they don’t count against the number of spells you can prepare each day. You can cast these spells using any spell slots you have of the appropriate level.
- 1st Level: detect magic, shield, thunderwave
- 2nd Level: enlarge/reduce, flaming sphere, hold person
- 3rd Level: counterspell, lightning bolt, slow
At an initial glance, this seems balanced. Also, note that Arcane Chemistry initially stated that it worked on "elemental damage", but I replaced this with the five types of damage commonly considered "elemental".