race features: Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 Cold damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance. You have resistance to cold damage. You’re also acclimated to cold weather.
Guardian Nature. You may cast the Cure wounds spell as a first level spell once with this trait and regain the ability to do so when you finish a long rest. Additionally you may choose one of the following spells, shield of faith, or Herosim, which you can cast as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spell casting ability for these spells.
Silver Breath Weapon. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:
Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
Frost Breath. Each creature in the cone must succeed on a Strength saving throw or be restrained until the start of your next turn.
Once you use your Silver Breath Weapon, you can’t do so again until you finish a long rest.