"Let's-a go!" Play Super Mario in D&D with this subclass.
Celebrate Mario Day with this Fighter subclass inspired by the world's greatest plumber

Every so often, you see a piece of art that stops you in your tracks.
I had other plans for this week's article, but scrolling through Substack notes last week, I spotted this incredible artwork from Matthew S. Armstrong and was immediately inspired. I love Super Mario and the idea of a D&D subclass inspired by the world's favourite plumber instantly got my brain whirring.
I reached out to Matthew and asked for permission to use his art and happily, he agreed.
This design was inspired by a few different sources. The archive of Mario power ups were obviously a huge help and I drew on the Rune Knight and Wild Magic Barbarian to build the mechanics. If you are familiar with Captain Trips from George R.R. Martin’s Wild Card universe, that was also a touchstone.
A rough draft complete, I excitedly told my younger brother about my idea during our pre D&D catchup, when he asked a fortuitous question: ‘Is this for Mario Day?’
For those who don't know, Mario day falls on the 10th March (Mar10, gettit?) and the opportunity to release this subclass on the same day seemed like a worthy reason to break with my regular release schedule.
Let's-a go!!
Fighter subclass: Mushroom Knight
Unlock your might through mystical mushrooms.
Mushroom Knights cultivate and consume rare and powerful fungi to temporarily transform their bodies.
While the results are often unpredictable, they master these abilities to become formidable foes.
When you choose this archetype you gain proficiency with Cook's Utensils. You have advantage on any check made with these tools when preparing mushroom dishes.
You also learn the spell Goodberry and can cast it once per day without expending a spell slot. Whenever you cast this spell it produces mushrooms instead of berries.
You can collect and consume mystical mushrooms to enhance your body.
As part of your long rest you forage for mushrooms to power your abilities. Roll on the Shroom table below with a number of die equal to your proficiency bonus to determine the shrooms you gather. These die begin as a d4 but increase to a d8 once you reach level 7, unlocking new abilities.
As a bonus action you consume one of your mushrooms, gaining the benefits shown on the Shroom table for 1 minute. If you consume an additional mushroom while the effect is active you lose the current benefit and replace it with those of the new mushroom.
When you complete your next long rest any unused mushrooms are lost.
Shroom Table:
1. Big Shroom: This mushroom is the largest you can find and has a rich, earthy aroma.
Your size becomes large and your melee attacks deal an additional d6 damage.
2. Fire Shroom: This mushroom is hot to the touch and has a peppery taste.
When you make a melee attack you can change its damage type to Fire and it deals an additional d4 damage.
You may also throw the flames, making a ranged attack with either your Strength or Dexterity modifier at one target up to 30 feet away. The attack deals the same damage as your normal melee attack.
3. Ice Shroom: This mushroom grows in cold spots where tiny icicles cling to its cap.
When you make a melee attack you can change its damage type to Cold and on a hit your target has its movement speed reduced by 5ft.
You may also throw snowballs, making a ranged attack with either your Strength or Dexterity modifier at one target up to 30 feet away. The attack deals the same damage as your normal melee attack.
4. Mini Shroom: A tiny toadstool that has a cake-like texture with hints of vanilla.
Your size becomes tiny and all attacks against you have disadvantage.
5. Feather Shroom (7th level or higher): This light mushroom will float to the ground when dropped.
You gain a flying speed of 60ft.
6. Hammer Shroom (7th level or higher): The cap of this mushroom is strangely square and heavy.
You conjure a mystical hammer that counts as +2 Maul which deals Force damage.
As an action you can spin the hammer in a 10 foot radius. All creatures in this area must make a Dexterity Saving throw or take 4d6 Force damage. The save DC equals 8 + your proficiency bonus + your Constitution modifier.
7. Egg Shroom (7th level or higher): A scaled skin to the mushroom hides a soft centre.
You summon a steed that takes the form of a large dinosaur, which acts as your mount. It has a movement speed of 60ft.
As a bonus action you can instruct the dinosaur to make a bite attack. It uses your Strength or Dexterity modifier and proficiency bonus for its attack but deals no damage. Instead if it hits a medium or smaller creature the creature must make a Dexterity Saving Throw or be swallowed by the dinosaur. The save DC equals 8 + your proficiency bonus + your Constitution modifier.
While swallowed the creature is blinded and restrained. Only one creature may be swallowed at a time. If the Dinosaur takes 20 damage or more from a creature inside it you must make a DC18 Constitution Saving throw or the creature is regurgitated by the dinosaur.
Any swallowed creature reappears in the nearest space nearest to you when the dinosaur disappears.
8. Shell Shroom (7th level or higher): A tough and tasteless mushroom causes a confusing crunching sound when eaten.
You form a thick, spiked blue shell that gives you resistance to bludgeoning, piercing and slashing damage.
You learn the spell Jump and can cast it once per day as a bonus action without expending a spell slot. When you do you may immediately jump up to 30 feet (no action required).
For the duration of the spell you may make an additional jump as a bonus action on your turn. This movement does not trigger opportunity attacks.
You can channel the power of your Mushroom to save you from damage.
When you are the target of an attack you can use your reaction to lose the benefit of your current Shroomic empowerment and reduce the damage you would have taken to 0.
Once you have used this ability you may not do so again until you complete a long rest.
You have mastered your skill at foraging and channelling mushrooms.
When you roll on the shroom table you may reroll up to two of your shroom die.
If you roll the same number on two or more die in the pool you may exchange those mushrooms for a Rainbow Shroom:
Rainbow Shroom (15th level or higher): This mushroom glows brightly with pulsating colours.
When you consume this shroom you are resistant to all damage and are immune to all spells below fifth level. This effect lasts a number of rounds equal to the number of die you exchanged for this mushroom.
You have perfected your mighty leaps and may now cast the jump spell as a bonus action at will.
Whenever you land after jumping any creature within 10 feet of you must make a Strength Saving Throw or be knocked prone. The save DC equals 8 + your proficiency bonus + your Constitution modifier.
My thanks again to Matthew S. Armstrong who’s incredible art provided the inspiration for this week’s article. The Super Mario font was created with textstudio.com and Super Mario himself is the copyright of Nintendo.
Can't wait for an opportunity to make a character using this!