Skip to main content

Diwata - A Race/Class for OSR rule sets

The Diwata was my part in the OSR Cares package from last December. It is a race as class and draws inspiration from Filopino folklore and some modern fantasy sources like Codex Born.

Diwata-By Johua De Santo Genius Loci Games
In Philippine mythology the diwata are benevolent or neutral spirits that are invoked ritually for positive crop growth, health, and fortune. The Diwata spirits may also incur illness or misfortune if not given proper respect. They are said to reside in large trees and are the guardian spirits of nature; casting blessings or curses upon those who bring benefits or harm to the forests.

Diwata can be born from any type of tree, however, the tree must be one of considerable age (500 years plus) and from a climate that could be considered under the influence of Good or Lawful deities. In some respects the Diwata are the avatar of the tree that birthed it and have an inborn sense of curiosity and wanderlust.

All Diwata are female in appearance, tall with a lithe figure and green or auburn colored hair. They have exceedingly smooth skin, having no wrinkles (even at joints) or other markings on their flesh.

Prime Attribute – Charisma 13+ (5% experience bonus)
Hit Dice – 1d4/Level (+1 every level after 10)
Weapons Permitted – Staff*
Armor Permitted – None (to include magical protections)
Infrared vision – 60’
Racial Bonuses – +2 to saves against magic and poison. -2 to saves against any form of fire

*The diwata can only use a staff carved from her home tree. If that staff should be broken or destroyed the diwata must beg her home tree for a new branch (75% - (number of times requested x 10) and spend 1d4 days carving the branch into a new staff.

Diwata Abilites
Blessing of the Land – Three times a day the diwata can impart the vitality of the land to all allies within thirty feet of her and who are in contact with the ground. The Blessing has one of three results depending on what is most needed by the target.

·         1d4 HP restored
·         All aliments cured
·         A +1 circumstance bonus to damage and physical saves.

Curse of the Land – Twice a day the diwata can use the natural energies of the land to inflict damage on those who would do the land or the diwata harm. If the target is not of a chaotic or evil alignment than the target receives a +4 to his or her save against the curse. The Curse has one of two results depending on what is most needed by the caster at the time.
·         The Target is set upon by insects inflicting 1 point of damage for 4 rounds and causing a -1 to all rolls made by the target.
·         The Target feels the weight of his or her past deeds and receives a -1 for up to six prior sins.

 Flesh of the Tree – As a being of and from the Trees the diwata has harder than normal skin. As she grows and becomes more powerful that skin becomes tougher imparting a –[+]2 to her AC[AAC] ever 3rd level to 9th level.

Touch of the Mother – A diwata may enter any tree that is not sick or corrupted in some manner and for every 8 hours she spends in that tree regains 4 hit points. If the diwata spends the same amount of time in her home tree she regains 1d4 hit points.









+1 hp/lvl
06 onward


Popular posts from this blog

The Robathen's Coin Parts 1 -3

A long time ago I released a short story on drivethrufiction called "The Rabathen's Coin - An Arame Tale" that was meant to be the start of a series staring a mysterious thief named Arame.  Well, five years later and I have sold maybe six copies.  With that in mind I figured I might as well break it up into two or three parts and post in on the blog.

Thoughts are welcome as I am always interested in what others think of my original works.

The stench of rotten fish, sweat, mildewed wood and the ocean rose up from the black waters of the harbor in a visible mist that hung over the free trade city of Wickend adding to the already strong reek of human filth and cheap ale. The setting sun, unable to pierce the vile mist, washed over the crumbling buildings that lined the twisting streets of the Old District. From open doors and windows came the sounds of life, true life, of men laughing and boasting, of women flirting and dealing in their trades. To an outsider, the Old Distr…

[AGE] Iron Horse

I am starting to see a theme evolving here ... and it wasn't even planned.  Enjoy, and feedback is always welcomed!

Magic Item - Arcane Gauntlet

Arcane Gauntlets are small devices of leather and copper fitted to the wearer's primary hand and feature a small, thin gem imbued with pure arcane energies affixed to the palm. As a standard action the wearer of an Arcane Gauntlet may release its energies up to four times in a single encounter safely, and up to eight times if the wearer is willing to endure the burning residual heat from sustained use of the device.  If an Arcane Gauntlet is used to its maximum effect (eight times) it is inoperable until such a time as its wearer takes a long rest.
Arcane Gauntlet- Rare Magical Item - Requires Atunement - Ranged Magical Weapon - Range 60/120ft - One Target, Hit 6 (1d6 + 2) Arcane Damage - Special After 4 uses the Gauntlet inflicts 2 Arcane damage on its wearer during every use in an encounter, on the 8th such use the wearer incurs 1d6 damage from the gauntlet's use.