Yeah, going by official sources, like Reaver says, your closest choice are Drakes.
And uh...Drakes are very badly designed in SR5 (IMO; which I have made no small secret in a prior topic); as in, when you actually sit down and consider what they are and how they work, they're a terrible option outside of EXTREMELY niche applications by RAW SR5 rules.
They also require a very good GM and cool headed player group to run, due to the hate-magnet they tend to become.
Both in lore... ("Wanted by: THE MOST POWERFUL ENTITIES ON THE PLANET, DEFACTO")
...and at the table ("Oh you're playing something special/difficult. This game isn't all about you, you know!")
If you want to play an actual dragon kin ala Earthdawn. You could go about it one of a couple ways.
-Extremely high power game. Basically puts you into circle of Major Powers in the Sixth World. Good luck designing those scenarios. Lots of creative space, but far too easy to turn into "Mary-Sue vs The World".
-Be a new Immortal sired in the Sixth World via some Great Dragon broke their biggest Taboo (example: maybe you're the last son/daughter of the late Alamais. Who sired many of the original Dragon-kin)
You start more or less as a regular runner, but weird shit happens around you as powers greater than you play games with your life or use you to get at other shakers of the Sixth World.
In essence, this would be closer to how Jane "Frosty" Foster started.
She wasn't some superhuman prodigy; just a regular runner who happened to be descended from an Immortal Elf. It later complicated her life, but she isn't profoundly screwed up or some "chosen one". (among the "old runners" on Jackpoint, she's one of the most level-headed folks..albeit secretive)