Sorcerer Features
Wild Magic -https://www.dndbeyond.com/classes/sorcerer#WildMagic
Wild Magic Surge. Your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
Wild Magic Surge table -
Tides of Chaos. You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Myconid Traits
Race - https://www.gmbinder.com/share/-LDJHDtETJ7Z916te-D6
Darkvision. Raised in the dimmest forests and the depths of the Underdark, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fungal Form. You have advantage on saving throws against poison, and resistance to poison damage.
Hybrid Nature. You have two creature types: humanoid and plant. You can be affected by a game effect if it works on either of your creature types.
Rapport Spores. Myconids cannot speak, but you can communicate telepathically with all creatures within 30 ft. of you, provided you and the creature share a language.
You are not, however, nonverbal; Myconids still hum, whistle, and grumble, which forms the verbal components for your spells if you cast them. If you are silenced by an effect, you can still communicate telepathically with your spores, but you cannot use spells with a Verbal component.
Sunlight Sensitivity. Though exposure to sunlight will not kill you like most Myconids, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Pheremone Spores. Myconid sprouts learn to bathe threats in scented spores on sight so older and stronger members of the circle can track and destroy them. You can use a bonus action to cover one creature that you can see within 60 feet of you with those spores. For 1 minute, you and all other Myconids and spore servants have advantage on attack rolls against that creature. You can fire those spores a number of times equal to your Constitution modifier (a minimum of once) and regain all expended uses when you complete a long rest.
Subrace Traits - Growth
Mycelial Restoration. Whenever you or another creature rolls a 1 on a die roll that restores your hit points, you can reroll the die. You must use the new roll, and can reroll a number of 1s equal to your level.
You can also apply this feature to up to 10 creatures of your choice within 60 feet of you when they roll hit dice during a short rest. Once you use this feature on other creatures, you cannot do so again until you complete a long rest.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.