That Time I Got Isekai'd Into A D&D Campaign

Player Character Race: Otherworlder
You were not born on a world of magic and high adventure, in fact you come from something closely resembling the real world that the player characters and game master are living in right now! Some how some way, you were drawn into the game world, maybe summoned by a powerful mage, or revived here after an untimely death by a benevolent god, or just some random conflux of fates. How it happened is up to you and your referee, but the result is the same. You're a fish out of water living in a world alien to you. Otherworlders begin play knowing little to nothing about the world but have some knowledge of modern science and narrative tropes, learning about the world from the other players and NPCs as the campaign advances.


BX/OSE, other OSR-style games

Generally you shouldn't. Otherworlder characters tend to imply more of an arch narrative that classic D&D play tries to avoid. However, if you are dead set on playing as an otherworlder, just build a normal human character and roleplay it.


AD&D (1E or 2E)

  • Ability Score Modifiers: -1 Strength, +1 Constitution
  • Ability Score Min/Max: Strength 3/17, Intelligence 3/18, Wisdom 3/18, Dexterity 3/18, Constitution 6/19, Charisma 3/18
  • Level Limits: Fighter U, Cleric 12, Rogue 12, Mage 14; Note that otherworlders may not be Paladins, Rangers, Specialty Priests, or Specialist Wizards
  • Base Movement: 12
  • Languages: Common, Alignments. Up to one language derived from the real world if intelligence allows for further languages. Additional slots are to be spent within the game world.
If the optional Secondary Skills or Non-Weapon Proficiency rules are used, you begin play with a modern occupation as your secondary skill or with one of your non-weapon proficiencies spent on 'Modern Knowledge (INT-2). This proficiency covers knowledge of modern technology and science, and narrative tropes.


D&D4E
  • Ability Score Modifiers: +2 to any one ability score
  • Size: Medium
  • Speed: 6 squares (30 feet)
  • Vision: Normal
  • Skill Bonus: +2 Athletics, +2 Modern
  • Healthy: You have an additional hit point per level, and a +1 racial bonus to your Fortitude defense.
  • Modern Skill: You are trained in a special knowledge skill called Modern, it covers modern technology and science, and narrative tropes. This is in addition to the normal skills granted by your class.
  • Racial Power: Different Way of Thinking
Different Way of Thinking
Your upbringing in a modern world has left you with few to none of the superstitions of a magical world, which left you resistant to certain kinds of magical effects.
Encounter; Immediate Interrupt
Trigger: You are hit with a psychic attack.
Effect: That attack misses you.


DungeonPunk, D&D 3.X (including Pathfinder 1E), D&D 5E
Build a human character as per your system's normal rules for humans (use the variant human if using 5e). Spend your starting feat on the Otherworlder birthright feat (see below). DungeonPunk's terminology doesn't line up directly, but if you're into RPGs enough to even care about wanting to get isekai'd into the D&D world you should be able to alter the jargon enough to make it work.

Otherworlder [Birthright]
Prerequisite: Human birthright, you must spend your 1st-level human bonus feat to acquire this feat, your 1st-level is not in a class that grants the spell-casting class feature.
Benefits: You do not know trade pidgin as a base language, instead learning a language from your world of origin in its place (middle speech is the same as your native language, though your referee may judge that adjustment to a new alphabet may be required).
You do not gain the human bonus proficient skill, instead you are proficient in Education. Education is a knowledge skill covering mathematics, physics and chemistry, mechanics and electronics, history of your world of origin, and narrative tropes. You do not suffer nonproficiency penalty when using arcanotechnology if you are proficient in other categories that apply to the equipment (armor weight, weapon group, etc.)

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