One with the Arctic
At 1st level your bond with ice allows you to resist arctic landscapes
Permafrost
Starting at level 1, your spells call the chilling nature of ice. You learn the frostbite cantrip, which doesn't count against the amount of cantrips you know. When you deal cold damage to a creature on your turn, you can use a bonus action to cause a flash of ice to appear. A 5ft radius of difficult terrain appears centered on the creature, which lasts until the end of your next turn
Arctic Magic
You learn additional spells when you reach certain levels in this class, as shown on the Arctic Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list
Arctic Spells, Sorcerer Level
1st: Ice Knife
3rd: Glacial Path
5th: Frost Lance
7th: Ice Storm
9th: Cone of Cold
11th: Wall of Ice
Iceborn
At 6th level, your affinity with ice empowers your defenses. You gain resistance to cold damage. Additionally, when you finish a rest, you gain a number of temporary hit points equal to your sorcerer level
Snap Freeze
At 6th level, When you reduce a creature down to 0 hit points with a sorcerer spell that deals cold damage, their body becomes ice. You can spend 1 sorcery point as a bonus action to shatter the statue as long you can see it within 60ft of you. Creatures within 10ft of the statue needs to make a DEX saving throw or suffer taking half your sorcerer level + your CHA modifier cold damage
Arctic Stride
At 14th level, cold climate terrain that is difficult doesn't affect you. Also can enter solid ice and move from inside it to any other solid ice within 120ft. You can do this equal to your CHA modifier and regain it after a long rest
Ring of Frost
At 14th level, when you use the permafrost feature, you can spend 2 sorcery points to increase the radius by 10ft for 1 min and can pick any amount of creatures that can ignore the effects of the ice. You can dismiss it at any time without an action
Absolute Zero
At 18th level, you release primal, frigid magic, that freezes anything it touches. As an action on your turn, you can spend 5 sorcery points to release a burst of freezing elemental power in a 60ft radius, centered on you. Creatures of your choice must make a CON saving throw, if they failed then they turn into ice. It lasts for a minute, until they take damage while being frozen, or you use this feature again. Additionally any water/harmless liquid is immediately frozen and doesn't melt until it takes fire from a 7th level or higher spell