Most of my conceptual brewing is like panning for gold: rolling the idea over in my head again and again to refine it before putting pen to paper (or keyboard to screen) and shaping it into something hopefully understandable to my fellow man

Other times, a concept strikes out of the blue, arriving almost fully formed and ready to be developed. This was one such occasion. As I was having breakfast and saw a meme comparing American to Japanese isekai, it hit me…

D&D, in its early conception, was heavily inspired by the pulp fiction of the 1920s to 1950s. This influence is evident in its monsters and magic. But one genre from that era, which we retroactively might now call the “American isekai,” aligns particularly well with the spirit of those stories.

Isekais are a popular Japanese genre where a mundane protagonist is transported to a fantastical world, often discovering latent powers or abilities that drawn out by this new world they now inhabit or are imbued with by this world.

In contrast, an American isekai doesn’t feature some average three-piece-chicken-mcnobody salaryman, but someone already competent or exceptional: a scientist, a soldier, a scrappy mechanic, an inventor, or someone with a strong education and a well-to-do moral upstanding. These protagonists were remarkable in their own world, and their talents make them nearly unparalleled in a new, fantastical one.

Stories in this vein include H.G. Wells’ The Time Machine, Poul Anderson’s Three Hearts and Three Lions, Edgar Rice Burroughs’ John Carter of Mars, and even video games like Half-Life 2. Inspired by this archetype, I present the Yankee: a class for playing this kind of character in a D&D world.

Note: This class was written with Basic Fantasy in mind, featuring 10 named levels. I chose this system because it’s freely available, but converting the class to your systems of preference is quite simple.

The Yankee (American Isekai Protagonist)

Hello Friend

Prime Requisite: Strength and Charisma, Characters of this class must have 9+ in both stats to qualify.

Hit Dice: d8 per level

Saves As: Fighter

Weapons: Hammers, Axes, manchettes, Firearms, improvised bludgeoning devices (swords are for losers)

Armor: Light and Medium (up to chainmail); No shields. (shields are for losers)

Starting Gold: None (Where is this guy getting gold from?)


Class Features

1. Yankee Toughness

At 1st level, the Yankee gains a natural toughness from their hardy upbringing. They have a +1 bonus to saves against poison, disease, and death effects. This bonus increases by +1 at levels 4, 7, and 10.


2. Fish Out of Water

At 1st Level The Yankee has an uncanny knack for adapting to alien environments. They gain a +1 bonus to reaction rolls with non-hostile NPCs and monsters. This increases to +2 at 6th level.

Inversely hostile creatures of a chaotic or evil alignment -1 penality to reaction rolls, this increases to a -2 at 6th level.


3. Improvisation Expert

At 2nd level, A Yankee can jury-rig, fix, or repurpose equipment with ease. Once per day per level, they can create a makeshift item or tool using available materials, with DM discretion on feasibility (e.g., a crude crowbar, a Molotov cocktail, or a trap).

Mechanically, this could involve a d20 roll under Intelligence or a reaction-based bonus for quick problem-solving.


Experience Table

Level XP Required Hit Dice (d8) Attack Bonus
1 0 1 +1
2 2,000 2 +2
3 4,000 3 +2
4 8,000 4 +3
5 16,000 5 +4
6 32,000 6 +4
7 64,000 7 +5
8 120,000 8 +6
9 240,000 9 +6
10 360,000 9+2 +6

Named Levels

  1. Small-Town Hero
  2. Local Celebrity
  3. Hustler Extraordinaire
  4. Barroom Brawler
  5. Improviser
  6. Problem Solver
  7. Gunslinger
  8. Globetrotter
  9. Folk Legend
  10. All-American Icon

American Isekai Protagonist Starting Equipment Generator (Optional)

Since Yankees don’t start with gold or traditional adventuring equipment what-so-ever here are some handy optional tables a DM may employ for players using this class, keep in mind even the firearm weapons are of limited use, and it’s doubtful most fantasy settings have the ability to manufacture or fix many of these items.


Weapons (2d6)

Roll Weapon Notes
2 Shotgun uses 12-gauge shells, 5-round capacity.
3 Hunting Rifle scoped, 5-round bolt-action.
4 Heavy Crowbar 1d8 damage, doubles as a tool.
5 Baseball Bat 1d6 damage, solid wood, classic Americana.
6-8 Combat Knife 1d4 damage, easy to conceal.
9 Bow 1d6 damage, requires arrows, silent.
10 Handgun uses 45. ACP rounds, 9-round capacity.
11 Machete 1d8 damage, great for hacking through foliage.
12 Assault Rifle 5.56mm rounds, 30-round magazine.

Armor (2d6)

Roll Armor AC Bonus Notes
2 Ballistic Vest As Half-Plate
3 Chainmail Shirt As Chainmail Covers torso; noisy.
4 Motorcycle Jacket As Studded Leather Armor Cool and tough
5 Tactical Vest As Leather Armor Lots of pouches, offers mobility.
6-8 Leather Jacket As Leather Armor Stylish, durable.
9 Gambeson As Studded Leather Armor Padded armor, warm and comfortable.
10 Flak Jacket As Studded Leather Moderate protection against shrapnel
11 Chainmail Hauberk As Chainmail Full torso and arms coverage.
12 Modern Body Armor As Full-Plate military-grade gear.

Helpful Side Item (d12)

Roll Side Item Notes
1 Flashlight 60-foot beam, uses AA batteries.
2 Tool Kit Basic tools for improvising repairs.
3 Walkie-Talkie Limited range, works with a pair.
4 First Aid Kit Heals 1d6 HP, 2 uses.
5 Notebook and Pen Blank pages for notes or drawing maps.
6 Firestarter Reliable in any weather.
7 Rope (50 feet) Strong and versatile.
8 Binoculars Magnifies distant objects.
9 Multi-Tool Compact, includes knife, pliers, and more.
10 Canteen (Full) Holds water, essential for survival.
11 Iodine Tablets Helps against radiation and magical sickness
12 Compass and Map Basic navigation tools.

Memento of Home (d12)

Roll Memento Notes
1 Old Photo Faded picture of family or friends.
2 Lucky Coin Worn smooth from years of use.
3 Baseball Cap Embroidered with your favorite team’s logo.
4 Pocket Watch An heirloom passed down through generations.
5 Leather Wallet Contains a few scraps of ID and cash.
6 Zippo Lighter Engraved with initials or a small design.
7 Smartphone (Dead) Holds pictures, music, and memories.
8 Dog Tags Military identification, engraved with your name.
9 Keychain Trinket A charm from your hometown or a loved one.
10 Torn Denim Jacket Old, patched up, and full of stories.
11 Journal Personal thoughts or sketches from your life.
12 Music Player (Dead) A playlist frozen in time from your world.

1d6: Why Are They Here?

  1. The Wardrobe Woe: While exploring an old, creaky mansion, you opened a dusty wardrobe, only to find yourself tumbling into another world. You could swear you heard faint laughter as the door slammed shut behind you. Now you’re stuck in a land of magic and danger, with no way back—at least not yet.

  2. Time Machine: Your latest DIY project—a time machine made from scavenged car parts and questionable electronics—worked a little too well. You intended to visit ancient Rome but ended up in this bizarre fantasy world. With no clear way to recalibrate the machine, you’re stuck playing hero until you can figure things out.

  3. Bullet to the Brain-Pan: You were living your regular life when tragedy struck—a robbery gone wrong, a duel, or maybe just being in the wrong place at the wrong time. You remember a sharp pain in your head, then blackness. The next thing you know, you woke up in this new world, fully healed but utterly confused. Is this an afterlife, or does the cosmos have stranger plans for you?

  4. Cryogenic Catastrophe: You signed up for an experimental cryo-sleep program, hoping to wake up in a better future. Something went wrong—when you opened your eyes, there were no scientists, no labs, just medieval knights and dragons. Maybe the pod malfunctioned, or perhaps someone brought you here on purpose. Either way, the future isn’t quite what you expected.

  5. Summoned Savior: One moment you were minding your own business, the next, you were surrounded by robed figures chanting in a language you didn’t understand. Apparently, you’re the “Chosen One” summoned to save their kingdom. The kicker? They clearly don’t know what they’re doing, because you’re pretty sure they got the wrong person.

  6. Cursed Relic: You found an antique at a garage sale—a beautiful, ornate object (maybe a ring, a book, or a mirror). Something about it felt off, but you couldn’t resist taking it home. That night, you made the mistake of touching it too long or saying the wrong words, and poof! Now you’re in this strange place, and the relic is nowhere to be found