So I was thinking about Xanathar's racial feats and realized I haven't seen the in play usually (except Elven Accuracy but whatever). That's why I decided to try to give some unpopular feats a go, and try to create builds around them. Here we go!
Charger
When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
The problem with Charger is that it is a full feat (doesn't increase ability scores) that doesn't come into play that much. You won't use most of your actions to dash and you only get one attack after you use it. Sure, the +5 dmg is cool but you can barely take advantage of it.
If you wanted to take full advantage of the feat you would have to be constantly using your action to dash and bonus action to take this attack. That's why I think a Swashbuckler Rogue would be the best with this feat.
The strategy would be to attack an enemy that is already fighting one of your allies. Then you dash in, attack with your bonus action and use the rest of your movement to dash out. Getting expertise in athletics is also a good idea here for when you get one of those sweet moments where you have to push an enemy of a cliff with your improved shove.
Not the best option still but it sounds like a fun gimmick!
Dragon Fear (Only Dragonborn)
Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
This one is good, and I mean super good. First, its a half feat which ability score increase works great with fighters, barbarians, paladins, sorcerers, warlocks and bards. But the best of this feat is the new Breath Weapon use:
First, you can choose which creatures are affected by your roar. Second 30 feet from you is the equivalent of a 60 foot cube centered on you. And last, it doesn't require concentration.
This ability is better than Fear, a third level spell slot, and you recover it each short rest. Getting it in level 4 as any of the classes mentiones above is a great choice. If you or your party usually struggle to deal with a lot of enemies (don't have a caster), then this is a very solid choice to handle those situations.
Dragon Hide (Only Dragonborn)
Increase your Strength, Constitution, or Charisma score by 1, up to a maximum of 20.
Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
You can grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
This feat is free mage armor... but for dragonborns. And as we know, dragonborns usually won't have a high dex stat and this feat doesn't help us with that either. Honestly just by reading the description it looks like it would only be useful for non-draconic sorcerers and wizards that dont get armor proficiencies. Swashbuckler Rogues can get a little use out of this too.
But the gimmick potential comes from dragonborn Moon Druids. Yes, this AC thing transfers to your wild shape! Which gives most of your beast shapes a solid +2 or +3 to AC. ALSO if you wildshape into a rat (or a similar CR 0 creature) you can still use your natural weapons to have a chance to knock out a random commoner in the street in one blow.
Dwarven Fortitude (Dwarves)
Increase your Constitution score by 1, to a maximum of 20.Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1)
Have you ever wanted to make a Monk tank? Well I have the build for you!
Pick a Hill Dwarf as your race, that will give us a small amount of extra HP and improvements in Con and Wisdom. Try to prioritize Wisdom, then Constitution and then Dex for this build. Then in level 4 when you get this feat you can heal every time you use patient defense in combat. Which is a very nice bonus to your kit given this is just a half feat.
The best subclass I can think it can work with this build is the Way of the Astral Self Monk just so we can use our wisdom to attack instead of our Dex, which won't be very good.
Infernal Constitution (Tieflings)
Increase your Constitution score by 1, up to a maximum of 20.
You have resistance to cold damage and poison damage
You have advantage on saving throws against being poisoned.
Bear Totem Barbarians are very popular because of their resistance to almost everything. So much that other totem options and also other subclases tend to not get that much attention to fill the tank role.
Well, if you take this at level 4 you will have resistance to Fire, Cold and Poison, in addition to your normal rage resistances. Allowing you to be other cool types of tanks like the Wolf Totem or the terrifying Path of the Ancestral Guardians Barbarian.