Base Class: Sorcerer
You carry an innate magic connected to the spirits of nature and flora, such as plants and fungi. There might be dryads among your ancestors, or your mother could have been infested with a magical fungus when you were in the womb. Maybe you were born in a druid's grove during a solstice, or perhaps you were touched by the magic of an archfey as a young child.
The primal power that flows within you will inevitably affect you and your surroundings. Many sorcerers of the green thumb find that they are different from childhood, and as they age, the oddities only grow.
At your option, you can pick from or roll on the Green Magic Quirks table to create a quick for your character.
Green Magic Quirks
d6
|
Quirk |
---|---|
1 | Your eyes are an eerie emerald green, and your skin, which is faintly greenish, is covered with fuzz like that of a peach. |
2 | You smell like flowers in bloom and you attract the friendly attention of pollinators, like bees. |
3 | While standing, you always find yourself leaning in the direction of sunlight, if you can see any. |
4 | Plants within 10 feet of you will sometimes randomly bloom, even out of season. |
5 | You prefer to take your long rests while partially covered or buried in fresh soil if possible. |
6 | Flowers grow naturally from your hair as if they had been woven there, and mushrooms can be found sprouting from your body in places. |
7 | One or both of your thumbs are actually green. |
8 | When you leave tracks over soil, seeds from random plants are sowed in your footprints. |
Plant Magic
Starting at 1st level, you add both the new razor leaf cantrip and the thorn whip cantrip to your sorcerer class spell list. You also learn additional spells when you reach certain levels in this class, as shown on the Plant Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells or cantrips you know. These spells can’t be replaced when you gain a level in this class.
Plant Magic Spells
SORCERER LEVEL | SPELLS |
---|---|
1st |
Entangle, Leaf Shield (new) |
3rd |
|
5th |
|
7th |
Grasping Vine, Stockade Sprouts (new) |
9th |
Blooming Vitality
Beginning at 1st level, you rest as deeply as a plant, and you bloom with verdant life. When you are struck, this extra vitality wilts, but it will bloom again in time.
Whenever you finish a long rest, you gain temporary hit points equal to half your sorcerer level (minimum 1).
Botanical Mastery
Also at 1st level, you know how to make the most of your connection to plants. When you cast the thorn whip or razor leaf cantrips, you roll the same number of damage dice as normal, but they are d10s instead of d6s.
When you cast the new leaf shield spell, you are considered proficient with the shield you create while you are wielding it without using any hands.
Finally, you have advantage on ability checks made to cultivate or tend to plants or to socially interact with plant creatures.
Spell Seeds
At 6th level, you gain the ability to plant magic seeds in the wounds of your enemies to sprout into sorcery.
When you deal a creature force, necrotic, piercing, poison, or slashing damage using a sorcerer spell, you can pay 1 sorcery point to plant a hidden magical seed in the creature that lasts until you finish a long rest. While a creature is seeded by you, you cannot plant any additional magical seeds in it.
As an action, you can choose one creature that you have seeded, causing the seed to sprout from its body and bloom into magic. You cast a spell that has a casting time of 1 action or bonus action, expending spell slots and requiring components as normal, but the spell is cast from the seed's location instead of your own.
If the spell targets creatures, you must include the seeded creature as a target, and if it targets a point or location, it must target the seeded creature's location. If the spell normally requires you to see the target, you can ignore that requirement. If you make a spell attack against the target as part of the spell, the attack ignores AC bonuses granted by shields, cover, and disadvantage.
If the seeded creature is in sunlight when you sprout its spell seed, you can add your Charisma modifier to one damage roll of the spell.
Verdurous Soul
At 14th level, you learn to restore your body by drawing power from nature as plants do. You can use a bonus action and spend 1 to 5 sorcery points while you are within bright light or a body of water, regaining 3d6 hit points for each sorcery point spent. Either the light must be sunlight, or the water must be clean enough to see through and not acidic enough to deal damage.
Also, when you take a short rest in such a place, you can regain a number of hit points equal to your sorcerer level + your Charisma modifier. Once you do, you can't do so again until you finish a long rest.
Finally, you can feed yourself for a day without eating anything by staying in both sunlight and clean water at the same time for at least 1 hour.
Tree of Magic
Starting at 18th level, you can use an action on your turn to plant a magical tree in an unoccupied space within 5 feet of you. The tree grows instantly to full size: its trunk is 3 feet in diameter and occupies its space, and the tree is up to 20 feet tall, but obstacles can constrain its height. The tree glows with magic and it is immune to damage, but it is still a physical object. It is tangible, it provides cover, it can be climbed, etc.
When the tree appears, you can imbue the tree with one sorcerer spell you know of 5th-level or lower, but you must spend sorcery points equal to the spell's level to do so. The spell must target only one creature and it can’t be a cantrip or have a range of Self.
The tree lasts for 1 minute or until you lose your concentration (as if you were concentrating on a spell), and it provides the following benefits for the duration.
- The tree sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
- Each creature of your choice within 30 feet of the tree has advantage on saving throws against spells and on any spell attacks it makes using a cantrip.
- If you imbued the tree with a spell, each creature of your choice that enters the area within 30 feet of the tree for the first time on a turn or starts its turn there becomes affected by the imbued spell as if you had cast the spell on it, requiring no concentration. The spell ends immediately on the creature when it is no longer within 30 feet of the tree.
Once you have used this feature, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

The updated version of this subclass with fixed spells can be found here https://www.dndbeyond.com/subclasses/990142-green-thumb