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 30-foot line that is 5 feet wide. 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.
Cold Resistance: You have resistance to cold damage. You’re also immune to cold weather as well as high altitudes, including elevations above 20,000 feet.
Natural Climbers: You have a climb speed of 30 ft; and have proficiency in one of the following skills, acrobatics, athletics, or Survival
Protective Membranes: Your eyes have a secondary eye lid that is transparent, and protects you from being blinded. When you make a saving throw or are forced to make a skill check attempting to blind you, you roll that check with advantage.
Languages. Common, Draconic