CONTENTS DIWATA............................................. 1 Nature of the Caretaker ............................. 4 Nature of the Hunter.................................. 5 Nature of the Inquirer ................................ 5 Nature of the Pilgrim ................................. 5 Nature of the Warden................................. 6 Nature of the Beast .................................... 6 SPELL ................................................. 8 SPELL LISTS ................................................ 8 SPELL DESCRIPTION.................................... 8 DIWATA NPCS .................................. 9 DIWATA....................................................... 9 Diwata Hunter.......................................... 10 Diwata Warden......................................... 10 Diwata Beast ............................................ 11 Credits Author, Editor, and Artist: William Bosley Cover Illustrator: William Bosley Special Thanks: Alexandra Bosley, Boone Bryant, Rivers Pendarvis Valuable Feedback: RedS5 on Reddit ON THE COVER In this assembly of Diwata natures illustrated by William Bosley, the Diwata natures are on display. A caretaker examines their 2 year old sibling beginning life within the fruit and the dreamscape. A centered Diwata stands tall and alert. Meanwhile an armored Diwata warrior has given into the nature of the beast, and now devours the soul of a fallen goblin. Other Art: The cover icons that exhibit supplement contents were created by Nathanael Roux, and sold through DM’s Guild for commercial use. Diwata Revealed also includes art available in the creative commons. Page # William Bosley Cover Beast, Centered, and Caretaker 1 Centered Diwata 2 Fruit, Hoof, and Spine 6 Flavor of a Soul CREATIVE COMMONS ART: Page # Uncle John - 1859 - Songs and Hymns for the Little Ones - Thankfulness 4 Thankfulness DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by William Bosley and published under the Community Content Agreement for Dungeon Masters Guild.
1 - Diwata DIWATA Some say the first Diwata, or the celestial entity which would later become the first Diwata, was born of Mystryl shortly after her incarnation. Still older accounts contradict this and make claim that it was Lord Ao himself that created that entity. What the entity was sparks even fiercer debate even among Diwata. Could it have been a god, a deva, or some other entity which was made once and wholly original, with no other ever made again? Was it something between the gods and lesser celestials perhaps? Ask a Diwata and you’ll be told of their collective memory, a memory of eternal darkness save for the gods, and of lying down in the material planes like wearily climbing into bed. And then they will assert that the weave is their blanket, as if it all but belonged to them. -Adon, On the Magic of Cormyr Diwata were once one celestial entity that took on permanent physical form at the beginning of the world, which even those today can recall like an ancient hazy dream. Knowing that they all came from one self, Diwata hold an innate respect for their ancestors, all fellow Diwata, and all things that came before them. They see that where once there was one pure ancestor, the events of history have encouraged the growth of many unique minds and personalities born from their birthing trees. Diwata are drawn to form isolated communities in remote areas of the world, living among groves of trees from which they are born. Diwata will steadfastly guard their groves using a natural affinity to magic. Family, community, cultivation, and personal learning are the four pillars of such remote Diwata civilizations. It takes a Diwata many years living among other races to become accustomed to the concepts of trade, crime, and other oddities to their lifestyle. A Diwata has the time to spend, though, as they naturally live for as long as nine hundred years. ENLIGHTENED AND UNUSUAL Diwata have an inherent connection to the weave beyond that of other races. With the webbing between their fingers they can sense vibrations in magical flows, and with their singular eye they can see magical energies. They lack traditional eyes, mouth, and ears, but due to their celestial heritage possess a similar facial structure to humans and other races. This has led others to typically feel uneasy around the disturbing presence of Diwata, only tolerating them for short periods at a time to share in their knowledge of magic and religion. This does not bother Diwata, however, as they tend to pursue knowledge and understanding in their travels, or to impart that knowledge on others. Diwata noses are nearly flat, looking like a slightly raised mound with two holes for nostrils. To speak they make use of a few bones where their mouth should be, which vibrate under their skin to create sounds. To hear they have two large ridges along the top of the head at an angle which pick up vibrations through the bone within. These bones are layered segments of their skull which could be mistaken as horns when examining their skeletal form. To see they use one of their most important features; their one eye, which they call a “Third Eye” of spiritual connection. The eye is positioned in the forehead, the same location any other race might claim as where their third eye resides, giving them an appearance like a Cyclops. Six spike-like spines grow from their backs, which can serve as a deterrent to attacking predators. Diwata are very spiritual, somewhat sturdy and intelligent, but lack the agility of some other races. Diwata are also sometimes called Encantado, and children of the forest, though true Encantado have become a different race altogether.
Diwata - 2 COMPLICATED SIGNALS Diwata are biologically asexual. Tending toward gender fluid or non-binary gender, they possess little to no drive toward any other carnal pleasures, although outliers do live. This does not mean they are aloof in their relationships, however. When living among other races, they often seek to experience and share in interpersonal relationships that can often grow as close as a lover despite lacking any sexual activity, and only extremely rarely ending in marriage. This leads many of the more physically passionate races to become confused, mistaking close companionship with intent to woo. When a relationship does form, another’s attraction toward a Diwata tends to stem from the Diwata’s preferred social role, or else its fluid nature. Diwata may be genderless, but they are driven by a fluid inner nature over the course of their long lifetime. Diwata often feel most comfortable as one of five known natures for any given century or so, each unlocking unique abilities both within and without. Diwata who leave their homes, however, may find that changing their nature is vital for survival. When perceived by others, a Diwata’s nature is often viewed as masculine or feminine according to that culture’s notions on gender roles. A Diwata living among others may accept these notions for as long as they suit them in social interactions, even often dressing to fit the role expected. CULTIVATION AND CULTURE Diwata taken as a whole despise war, but are more than capable when threatened. Culturally Diwata don't believe in personal ownership of goods or land, and only assume the concept of property when living or travelling with outsiders as a means of survival. This is built into Diwata at their core where a seed rests in wait to provide for others of their race upon their death. In the heart of all Diwata rests a fist sized seed that contains their soul. When a Diwata dies, the seed consumes the body around it to grow into a fruit bearing tree called a birthing tree which in turn contains their soul. Once fully matured these birthing trees can grow enormous, with thick trunks and branches strong enough to support large hanging fruit. Within each fruit grows another Diwata, their eye pressed to the stalk on the inside like an umbilical cord, and their soul grown fully from a fragment of their deceased parent. No singular rulers arise in Diwata civilizations, except for rare occasions of need, and only until the necessary task which lead to their appointment is complete. Rather than a social hierarchy, children of each birthing tree are drawn to align with the inherited memories and personal drive of their fallen parent. A chain of memories from their founding members which grows vague with each generation binds a Diwata civilization together from their old to their young. To this end, Diwata that agree with the teachings of their parent grove tend to remain at home for the entirety of their life, while those that disagree tend to travel, only to consider returning home when the end of their life draws near. FRACTURED SOUL Each Diwata possesses a piece of the fragmented soul of the original celestial entity. As generations of Diwata are born, that soul is fragmented over and over, but remains as eternal as any living soul. But what happens to the soul after a Diwata’s seed or tree is destroyed, the tree sundered by some tragic act? No Diwata soul has ever been known to arrive in any of the outer planes after death, yet a Diwata may be resurrected through magic, its once lost soul returning to its mortal coil. Many theologians have pondered over the implications of this. While some use this as a source for bigoted claims that a Diwata lacks a soul altogether, others have wondered if the souls of dead Diwata return to reconstruct the shattered soul of that original celestial being. A CHILDHOOD OF DREAMS A Diwata childhood is unlike any other, consisting of a span of about 25 years where the child sleeps within a large fruit. During this time the child dreams a dream of memories and a connection of the soul with its ancestors who tend to it. Seeing both the memories of the one who died to seed their birthing tree as well as all their direct ancestors, they play and interact with the remnants of those souls in a mental dream realm that exists within the tree. A birthing tree may go a century without any fruit to bear, and then grow several simultaneously within each other’s childhood. All Diwata growing together share the same dream realm until they
3 - Diwata mature. At which time their fruit ripens, and their spines puncture the fruit to spill them out into their early adult life. Immediately upon birth, a Diwata begins to forget that which it dreamed, and as a Diwata ages it loses all but the most crucial moments of its childhood. However, what all Diwata recall with varying vague and sometimes contradictory detail is the moment when their race first came into existence. PATTERNED DISTINCTION Diwata exhibit significantly varied appearance through skin tone, which resembles that of plant life, such as fruit and vegetables. The skin tone of a Diwata may be glossy deep purple like that of an eggplant, walnut brown, or reds and yellows mixed like an apple. However, despite any apparent rough texture on a Diwata’s skin, such as that of a peanut, a Diwata’s skin is always smooth and wrinkle free. While skin tones vary wildly, possibly the most distinguishing feature is the pattern that naturally forms around a Diwata’s eye. Similar to a tattoo or makeup, this birthmark takes on a unique shape to every Diwata, with siblings on the tree together bearing the strongest resemblances. Typically this mark encircles the eye, with some kind of geometric shapes, or curling details erupting from that ring. The color of this mark is as unique as the patterns themselves, matching in some way the patterns of the rest of their skin. DIWATA NAMES Each Diwata chooses its name sometime in its 25 years of maturation within the dream realm. Diwata first names belong only to them, and are derived from that Diwata’s favorite memories passed down from their ancestors. It could be pulled from any race or be original to ancient Diwata, but is usually inspired by, or borrowed from someone in one ancestor’s past. Each Diwata also inherits their parent’s first name as a seed name, used as a last name. Finally, they receive an epithet that declares their grove of origin which is used in formal situations and introductions. Groves are often named for some aspect that determines its regional fertile nature. The following list includes examples of first names original to the ancient Diwata, which have since been adopted by other cultures as words for plant life or herbalism. First Names: Ask, Barkr, Beorc, Braunch, Cacaua, Cultura, Embla, Flaxhsan, Fungua, Kagubatan, Mahiz, Makiling, Mossa, Nutmeg, Saed, Sakura, Sinukuan, Ulmus, Wyrtwala Seed Names: Same as first name, with “tu” added to the beginning. This denotes it is a seed name derived from their parental tree. Grove Names: Coolwind, Gardenlot, Greenground, Grotto, Hullack, Neverwinter, Oasis, Rainfall, Raventree, Softland, Sunderhill, Sunlight, Warmwaters, Weavewood, Worldroot DIWATA TRAITS Your Diwata character has a number of traits in common with all other Diwata. Ability Score Increase. Your Wisdom score increases by 2. Age. A Diwata reaches adulthood at the age of 25 when they fall from their birthing tree, and live well into their ninth century. Alignment. Most Diwata are true neutral or neutral good, almost always considering their family, grove, and friends before others. Size. Diwata stand about 6 to 7 feet tall and average about 250 pounds. Speed. Your base walking speed is 30 feet, and you have a swimming speed of 20 feet. Nourished by Magic. Diwata do not eat food, drink water, or sleep. As long as you have access to magical energies such as that of the weave you can sustain yourself. When you take a long rest you can meditatively feed off of latent magical energies for at least 6 hours. After resting in this way, you gain the same benefit that a human does from 8 hours of a long rest. Weave Sense. You can sense the vibrations of the weave, and discern its intensity as if sound playing against the webbing of your hands. When a spell is cast, or item’s magical effect is activated within 15 feet of you, you become aware of its exact location, and can sense the level of the spell or rarity of the item. Also, when you are surprised, if a spell is cast within 60 feet of you, you instantly become alert to danger and are no longer surprised. Nature. The Diwata that populate the worlds of Dungeons & Dragons are driven to assume one of six natures which can transform them: Caretakers, Hunters, Inquirers, Pilgrims, Wardens, and the uncontrollable nature of the Beast. Choose one that isn’t the nature of the Beast. You can change your nature through spiritual introspection. To assume a new nature, you can spend a long rest to center yourself, losing all benefits of your current nature at the completion of the long rest. When centered, you can spend another long rest contemplating your inner self to assume a new nature, and gain all of its benefits. You also center yourself by instinct when mortally threatened. Any time you fail a death saving throw, you become centered and lose any features of your current nature.
Diwata - 4 Manic Transformation. A Diwata can also be forced to transform as a result of being struck by necrotic energies, or by feeding on the latent magic of an evil plane. After taking necrotic damage or completing a long rest while surrounded by such evil energies, you lose all the benefits of your current nature and must make a Wisdom saving throw to center yourself. The DC is equal to 15 or half the necrotic damage received, whichever is lower, or else 8 + the number of hours you fed on the energy of the evil plane. You automatically succeed on this saving throw if you are already centered. On a fail, you are transformed to take on the nature of the beast, changing as described there and gaining its benefits. As a reaction, you can choose to suffer this transformation out of extreme grief when you see a friendly creature die, filling yourself with a divine wrath. Manic Deterioration The Manic Transformation feature serves as one way to balance the race against others. If it doesn’t threaten the player or the party, then the other benefits of this race may be a bit much. The original concept for the Manic Transformation was less clear, but more flavorful, so changes were made which trigger it more reliably. If you feel that the more clear necrotic damage won’t come up often enough in your adventure, then change the damage type to either poison, psychic, or radiant damage, or consider the original, now variant feature below. Negative energy in the following feature is up to interpretation. The DM can refer to descriptions of spells, and of the lower planes to infer whether any present energies are negative. Manic Transformation. A Diwata can also be forced to transform as a result of feeding off of latent negative energy, being exposed to excessive negative energy for an extended period of time, or being struck by a raw blast of negative energy. At any point while exposed or struck, your dungeon master can force you to make a Wisdom saving throw against a DC equal to 8 + the number of hours exposed to the negative energy, or the spell level of the energy blast. On a success you purify yourself of the corruption, resetting the accumulative hours of any future such saving throws. On a fail, you are transformed to take on the nature of the beast, changing as described there and gaining its benefits. As a reaction, you can choose to suffer this transformation out of extreme grief when you see a friendly creature die, filling yourself with a divine wrath. NATURE OF THE CARETAKER Were you in your grove, you would know little of the vulnerable peoples of the world outside, starving, longing, and hurting. When you look into the eyes of a starving child, you are reminded of how fortunate you are to feed on magic. The presence of your ancestors warms you, and provides an understanding where the rest of the world stands confused. And yet, they have such capacity to learn and grow when provided for in the same ways your ancestors provided for you. Your mind and soul grows, becoming capable of leaning on your ancestor’s talents. Reaching out to the souls of your ancestors, you receive knowledge and guidance from beyond. Ability Score Increase. Your Charisma score increases by 1. Ancestral Contemplation. As a bonus action you can begin a spiritual reflection on the experiences of your ancestors that you can maintain for up to an hour. By channeling their memories, you can become proficient in one skill, weapon, armor, tool, vehicle, or language of your choice until it ends. After you tap into the experiences of your ancestors in this way, you can’t do so again until you complete a short or long rest. Humbly Receptive. You can strain the bond to those ancestral spirits that wish to counsel you. You can cast the Guidance cantrip once. Wisdom is your spellcasting ability for this spell. After exhausting your ancestral bond in this way, you can’t do so again until you complete a short or long rest.
5 - Diwata NATURE OF THE HUNTER It came again last night, dragging away so many of your kin. It’s too fast when it’s on the prowl. We must take it down in its home, in its din. Drag it from its bed kicking and screaming like it does to us. Our survival is beyond patience and wisdom now. We must hunt it, or be hunted. Your spines begin to shift by your subconscious impulses to maintain your balance, and your eye seems to reflect magical energies like a cat’s eye reflects low light. You gain a greater perception of that which you have always felt in the magic surrounding you, allowing you to hunt your prey through total darkness. Ability Score Increase. Your Dexterity score increases by 1. Predator’s Speed. Your base movement speed is 40, and you have a swim speed of 30 feet when driven by this nature. Metaphysical Wake. Your eye is truly opened now, able to see the impact that creatures make on the latent magical energies of the world. Invisible wakes which form in those energies become visible to you even in darkness. Though it dissipates over time, and may break if too many creatures pass through it, this invisible line can lead you directly to your prey. Make a contested Wisdom (Arcana) check against your prey’s Wisdom (Stealth) or Wisdom (Deception) check (your prey chooses the ability). If you succeed, you can track your prey by any metaphysical wakes it left within 8 hours. After straining your vision in this way, you can’t do so again until you complete a short or long rest. NATURE OF THE INQUIRER That itch at the back of your mind, the feeling that you know the answer, spotted the clue and simply can’t recall or assemble a conclusion. You know the itch is a lie. You never knew this. They knew this; the most ancient of Diwata ancestors. You’ll have to puzzle it out for yourself. Perhaps one of your more recent, more connected ancestors can help lend you their mind. The tips of small horns grow from the ridges of your head, and you feel your mind touch upon what remains of your ancestors. A second eyelid opens, unshrouding your vision, letting you see stains on the latent magic where spells were once cast. Ability Score Increase. Your Intelligence score increases by 1. Enlightened Cognition. Your mind is expanded by the cognitive capacity of your many past lives. As a reaction, if you would fail a Perception, Insight, or Investigation check, you can tap into that connection to catch your mistake. Make an Intelligence ability check against the same DC to turn the failed check into a success. After expanding your capacity in this way, you can’t do so again until you complete a long rest. Third Eye Open. You can cast the Identify Caster spell included in this supplement once as a first level spell. Wisdom is your spellcasting ability for this spell. After straining your vision in this way, you can’t do so again until you complete a short or long rest. NATURE OF THE PILGRIM The road is ever winding when you step forth from beneath your tree. Watch your footing, or you may never find your course, and trust in the guidance of your ancestors. Your legs will find the path, and you will grow stronger for it. The world is dangerous, but you will pass through its shadow. It is your way, the nature of the pilgrim. Your legs grow longer, making you 1 foot taller when extended to full height. Your mind flows into your ancestor’s memories, the path of each of their lives becoming clear to you. Ability Score Increase. Your Strength score increases by 1. Enduring Stride. You can take the dash action as a bonus action instead, provided that you don’t also dash as an action on the same turn. When you take a forced march action, you have advantage on your Constitution saving throw to avoid becoming exhausted. Wayfinder’s Dream. When you’re aware of a place you’ve never been, but your ancestors might have, you can search within to reclaim information about that place from them. When you meditate to feed as part of a long rest, you can make a Wisdom (History) check. You reclaim knowledge about the place for each degree of success your check would achieve according to the table below. The DC of each result increases by 5 if knowledge of the place is particularly obscure, or if it has undergone extreme changes since any outsiders have visited. DC Ancestral Recollection 5 You recall one of the names given to the place based on its description. 10 You recall an additional fact about the place that may serve as a clue to its location. 15 You recall its general geographical area, and can point out a heading that may still require a day’s successful search. 20 You recall another additional fact about the place that may serve in narrowing down the search. 25 You can narrow down the location, requiring only a 1 hour search when you get to the area. 30 You recall the exact location and how to get there without requiring a search.
Diwata - 6 NATURE OF THE WARDEN Your spines stand instinctually, warning of some unseen threat, ever ready. Let it come. Its strikes will splash against you like a wave on the rocks. While others cower, you stand vigil. You are ready. You will weed it out by root and stem from your grove. Let it come. Your bones grow stronger, and more flexible. Your protective spines grow larger, and become razor sharp when you instinctively flex certain muscles in your back. Ability Score Increase. Your Constitution score increases by 2. Edged Spines. You have advantage on checks and saving throws to escape being grappled or restrained by magical or non-magical effects. When you fail to escape being grappled or restrained you deal slashing damage to that which holds you equal to 1d4 + your constitution modifier. NATURE OF THE BEAST Crave, hunt, kill, devour. All else is a waking dream. Be one with the beast. Your jaw rips open your face, tearing to form a bleeding and lipless mouth with curling fangs. The ridges on your head grow horns that curl down and forward. On your back your spines grow larger, and your fingers grow thick claws. A hunger for souls drives you now with a fury that gleams emblazoned in your central eye. You lose control, and the divine wrath of your ancient origin is let loose. Ability Score Increase. Your Constitution score increases by 2, your Strength score increases by 1, and your Dexterity score increases by 1. Instinct, Horn, and Claw. Your uncontrollable wrath causes you to lose focus on your trained martial skills in favor of the natural. You lose all weapon proficiencies except unarmed strikes while in this form, and drop all held items. You also lose concentration on anything you are concentrating on, and as long as you are driven by the beast you automatically fail all concentration checks. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d8 + your strength modifier, instead of the bludgeoning damage normal for unarmed strikes. Your claws are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your strength modifier, instead of the bludgeoning damage normal for unarmed strikes. Whenever you attack with your horns the first time on your turn, you may then make an extra attack with your claws as a free action. Starting at 11th level, your unarmed strikes using your horns and claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Predator’s Speed. Your base movement speed is 40, and you have a swim speed of 30 feet when driven by this nature. Razor Spines. You have advantage on checks and saving throws to escape being grappled or restrained by magical or non-magical effects. When you fail to escape being grappled or restrained you deal slashing damage to that which holds you equal to 2d6 + your constitution modifier. Unbridled Wrath. If you take on the nature of the beast due to negative energy, you are lost to a wild fury, unable to control yourself. While taken by this fury, you must use your action each round to attack the creature that’s nearest to you with your horns, then claws. If you can make extra attacks as part of the attack action, you use those extra attacks to attack with your horns or claws, your choice, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. If at the start of your turn you can’t see or hear any creature to attack, your hunger takes you. You move to the nearest recently deceased you are aware of nearby to feed, choosing at random if there is more than one. As an action you begin to devour their soul. As a bonus action at the start of your next turn, you swallow it, storing it inside your seed and tree for eternity and recovering one level of exhaustion. Then you move onto the next nearest dead. If at the start of your turn there are no new living creatures you can see, and no dead bodies with remaining souls, you go on the hunt. While on the hunt, you pursue a target at random that you are aware has fled from you. Roll a contested Wisdom (Arcana) check against their Wisdom (Stealth), or Wisdom (Deception) check to pursue the target by following their metaphysical wake (your prey chooses the ability). If you beat their roll, you pursue the wake they left in the latent
7 - Diwata magical energies around them until you either find them, or suffer the 2nd level of exhaustion. You burn your energy continuously in this form, gaining 1 level of exhaustion every 5 minutes. You are taken by your fury until you have suffered the 2nd level of exhaustion for 30 seconds, at which point you instinctively center yourself, losing the benefits of this nature. If you kill a creature that would normally be friendly to you, you can make a DC 16 Wisdom saving throw to center yourself early, losing all the benefits of this nature. Righteous Fury. If you take on the nature of the beast through extreme grief, you launch into a righteous fury. While driven by this fury, you must use your action each round to attack the creature that slew your ally using your horns and claws. If you can make extra attacks as part of the attack action, you use those extra attacks. If you have multiple possible targets, you attack one at random. Once all creatures that slew your ally are dead, you turn on any other hostile creatures you are aware are nearby. If at the start of your turn you can’t see or hear any hostile creature to attack, your fury ends, and you gain a level of exhaustion. Your fury begins again if you are attacked by a hostile creature while still driven by the beast. That creature becomes your new target. THIS IS RIDICULOUS! In case you haven’t noticed by now, this race has several features that can make it fairly powerful compared to most other races. There are several ways this has been balanced which your DM should be aware of when deciding if this race is right for your adventure. Let me make my argument here. So Many Options. Individually the Diwata natures are mechanically like any other race’s subrace options. The only difference is that they can swap between them during a long rest similar to the Elf Eladrin subrace. You might point out that the Eladrin seasons don’t get as many new features as the Diwata natures. The difference here is that the individual natures have unique features to one another where the Eladrin get Fey Step, which is basically Misty Step that does extra stuff. It either deals fire damage, can teleport someone else instead, charms everyone around you, or causes fear in everyone around you. The character’s current season determines which. The difference isn’t power level so much as increased overall versatility. This overall versatility has been mitigated by requiring Diwata to complete two long rests. After the first they benefit from no nature, and after the second they start benefitting from the new one. This means they are weaker than most races for a whole day when taking advantage of this increased versatility. Additionally, the Diwata center themselves and lose their current nature when they fail a death saving throw. It’s not the moment they fall unconscious, but there’s a good chance it will happen nonetheless. The Beast. Although Diwata are very versatile, they also risk falling into the Nature of the Beast. This is similar to a Berserker Axe from the Dungeon Master’s Guide, but also makes it harder to subdue them peacefully by grappling them. A Diwata risks being killed by its allies if it falls prey to its bestial nature at the wrong moment. The same Diwata may risk killing another player, or even starting a downward spiral to a TPK. At the same time, the Righteous Fury feature of the Nature of the Beast can help prevent a TPK. Moreover, if a Diwata does become the beast, its player may be forced to sit out of the game for a while as their Diwata hunts offscreen until it becomes exhausted and centers itself. If a Diwata devours a soul in this form, it is intended that the owner of the soul can still be resurrected, automatically drawing out the soul. However, the DM could use it as a plot hook instead. These penalties will encourage a Diwata player to play it safe, which should once again help balance the race.
Spell - 8 SPELL This supplement includes a new unique spell called Identify Caster, which is a 1st level spell developed by Diwata spell crafters. If your DM doesn’t want to use this spell for the nature of the Inquirer, then replace it with either Detect Magic, or a limited Speak with Dead where the target corpse must have only been dead for up to 24 hours. Both of these spells can be found in the Player’s Handbook. SPELL LISTS The following spell lists show which characters of each class can cast Identify Caster. A spell’s school of magic is noted in parentheses. If a spell can be cast as a ritual, the ritual tag also appears in the parentheses. CLERIC SPELLS 1ST LEVEL Identify Caster (divination, ritual) DRUID SPELLS 1ST LEVEL Identify Caster (divination, ritual) SORCERER SPELLS 1ST LEVEL Identify Caster (divination, ritual) WARLOCK SPELLS 1ST LEVEL Identify Caster (divination, ritual) WIZARD SPELLS 1ST LEVEL Identify Caster (divination, ritual) SPELL DESCRIPTION There is only one new spell included in this supplement. IDENTIFY CASTER 1st-level Divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a small stone with a hole to look through) Spell Duration: 1 minute You gain the ability to gaze upon the Weave and see the unique signatures of spell casters who have manipulated it recently. You focus on a spell that you are aware was cast no longer than 8 hours prior within range. For the duration, you can see the unique magic signature belonging to any caster of that spell. If you study it for the full duration, you can memorize the signature. If you already know to whom the signature belongs, you can see an astral projection of them in the moment that they cast the spell.
9 - Diwata NPCs DIWATA NPCS A supplement introducing a new playable race wouldn’t be complete without a few stat blocks to represent that race’s standard combatants. For uncommon combatants such as wizards or druids, use the NPC stat blocks in the Monster Manual, give them the following Weave Sense feature, and grant them the Identify Caster spell included in this supplement. Weave Sense. The Diwata knows the location of any spell cast, or magic item used within 15 feet, and can sense the level of the spell or rarity of the item. It also can’t be surprised by spells cast within 60 feet. DIWATA Diwata are an inherently isolationist people, choosing for thousands of years to remain hidden in obscurity. To protect this way of life they make use of a tiered defense of their sacred birthing groves. First are the pilgrims, keeping up communication between groves. Second the wardens, ever ready to protect their grove. Should the wardens fail, it becomes the job of the hunters to take the fight to their aggressors. Wardens and hunters enter into battle with faith that their families will collect their fallen bodies and seeds. This is the way the Diwata have secured themselves against outsiders since their dawn. Wise and Intelligent. Diwata devotion to wisdom is ingrained within their nature, living in monastic societies centered on their groves. Coupled with their long lifespans, this contemplative lifestyle can lead some to discover a connection to the arcane, religion, nature, or some other cause. It is common for a grove to have structures to represent each of these callings. The oldest of Diwata can grow to become very powerful in their chosen devotion. Age of Revelation. In recent times Diwata have finally emerged from their forests to interact with the outside world. They bring with them wisdom, guidance, and physical aid to help their neighbors. Now they prepare small parties of warriors within their groves, wardens, hunters, and pilgrims lead by a powerful wizard or druid, and accompanied by a cleric. These defensive war parties are the surest way for the Diwata to maintain alliances with neighbors who might otherwise be enraged by the secret Diwata presence living for generations within their borders. Unleashing the Beast. Diwata have a natural defense mechanism they view as a blessing and a curse passed down from their most ancient ancestor. Should a Diwata lose an ally in battle, it can transform into a Diwata Beast, and unleash a divine wrath on the one who slew that ally. Moreover, should a Diwata receive necrotic damage, it can also transform in an uncontrollable fury, unleashing assault after assault on anyone nearby, even friends. DIWATA Hunter The hunter is a special kind of Diwata combatant who specializes in striking out toward a foe in their home. Moving in small strike teams, hunters can follow their prey across long distances using both natural and unnatural skills for tracking. A hunter is relentless in its goal to strike down its prey, pursuing any target rather than letting them escape. Relying on stealth, a Diwata hunter prefers to always choose its battlefield. DIWATA WARDEN The warden is ever watchful. A warden is a master of defense, and primarily protects its grove. When on the move, wardens travel in large bands often escorting important individuals, and equally often accompanied by a fully prepared hunter strike team. Though Diwata aren’t fiercely militarized, wardens are what they might call their equivalent to armed forces. Using shield and spear, and the large spines on their backs, wardens take on any foe without hesitation. DIWATA BEAST The beast is the product of the Diwata’s celestial origins. A reflexive transformation that forces them into a singular state of mind, the nature of the beast is one of bloodshed and hunger. A Diwata armed force can easily lose their grip on victory if they lose their minds to this transformation in the middle of a fight. Just as easily they may gain the upper hand by transforming while fueled by their divine wrath. While on the march, a druid, wizard, or cleric is usually on hand with a sleep spell to put any ally unconscious, for an uncontrolled beast can consume souls. It hungers for them, and can quickly turn a battlefield into a final grave. Into the Fire. Creatures born from trees are no strangers to dangerous situations where the very bravery needed would surround them in death. To this end, when defeat seems likely, a Diwata will sometimes rush out into enemy lines. Making the ultimate sacrifice, that lone fighter will trigger a wave of transformation, unleashing the Diwata’s divine wrath across the whole grove or war party.
Diwata NPCs - 10 DIWATA HUNTER Medium Humanoid Diwata, Neutral Good Armor Class 15 (hide, shield) Hit Points 62 (12d8 + 12) Speed 40ft., swim 30 ft. ⃝ ⃝ ⃝ ⃝ ⃝ ⃝ STR DEX CON INT WIS CHA 16 (+3) 12 (+2) 13 (+1) 10 (+0) 14 (+2) 9 (-1) Saving Throws Str +5, Wis +4 Skills Arcana +2, Stealth +4, Survival +4 Senses passive Perception 12 Languages Common, Diwata Challenge 2 (450 XP) Madness. When the Diwata is struck by necrotic damage, it must make a Wisdom saving throw with a DC equal to 10 + half the damage taken. On a fail, it is transformed into a Diwata Beast, increasing its total hit points while retaining damage. In the form of the beast it must attack the nearest creature, moving to the next after felling the first. Wake Watcher. The DC to hide from the Diwata is its passive Wisdom (Arcana) of 14, instead of its usual passive Wisdom (Perception). On a fail, the Diwata can follow a metaphysical wake directly to the creature attempting to hide. Weave Sense. The Diwata knows the location of any spell cast, or magic item used within 15 feet, and can sense the level of the spell or rarity of the item. It also can’t be surprised by spells cast within 60 feet. ACTIONS Multiattack. The Diwata makes two melee attacks. Javelin (3). Melee or Ranged Attack: +4 to hit, reach 5ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. REACTIONS Unleash. When the Diwata sees an ally die, it can choose to transform as a reaction. The Diwata transforms into a Diwata Beast, increasing its total hit points while retaining damage. In the form of the Beast it must attack the creature that slew its ally until that creature dies, or the Diwata falls unconscious. DIWATA WARDEN Medium Humanoid Diwata, Neutral Good Armor Class 16 (chain shirt, shield) Hit Points 78 (12d8 + 24) Speed 30ft., swim 20 ft. ⃝ ⃝ ⃝ ⃝ ⃝ ⃝ STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 15 (+2) 10 (+0) 16 (+3) 9 (-1) Saving Throws Con +4, Wis +5 Skills Arcana +2, Perception +5, Stealth +3 Senses passive Perception 15 Languages Common, Diwata Challenge 2 (450 XP) Edged Spines. The Diwata has advantage on checks and saving throws to escape being grappled or restrained. When it fails to escape being grappled or restrained it deals 4 (1d4 + 2) slashing damage to its captor. Madness. When the Diwata is struck by necrotic damage, it must make a Wisdom saving throw with a DC equal to 10 + half the damage taken. On a fail, it is transformed into a Diwata Beast, increasing its total hit points while retaining damage. In the form of the beast it must attack the nearest creature, moving to the next after felling the first. Weave Sense. The Diwata knows the location of any spell cast, or magic item used within 15 feet, and can sense the level of the spell or rarity of the item. It also can’t be surprised by spells cast within 60 feet. ACTIONS Multiattack. The Diwata makes two melee attacks. Javelin (3). Melee or Ranged Attack: +4 to hit, reach 5ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. REACTIONS Unleash. When the Diwata sees an ally die, it can choose to transform as a reaction. The Diwata transforms into a Diwata Beast, increasing its total hit points while retaining damage. In the form of the Beast it must attack the creature that slew its ally until that creature dies, or the Diwata falls unconscious.
11 - Diwata NPCs DIWATA BEAST Medium Humanoid Diwata, Neutral Good Armor Class 17 (chain shirt, shield) Hit Points 112 (15d8 + 45) Speed 40ft., swim 30 ft. ⃝ ⃝ ⃝ ⃝ ⃝ ⃝ STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 9 (-1) 16 (+3) 9 (-1) Saving Throws Con +6, Wis +6 Skills Arcana +2, Stealth +5 Senses passive Perception 16 Languages Common, Diwata Challenge 5 (1,800 XP) Hunger. If the Diwata beast has no living targets, it begins to devour the souls of the dead from their corpses. Razor Spines. The Diwata has advantage on checks and saving throws to escape being grappled or restrained. When it fails to escape being grappled or restrained it deals 10 (2d6 + 3) slashing damage to its captor. Wake Watcher. The DC to hide from the Diwata is its passive Wisdom (Arcana) of 16, instead of its usual passive Wisdom (Perception). On a fail, the Diwata can follow a metaphysical wake directly to the creature attempting to hide. Weave Sense. The Diwata knows the location of any spell cast, or magic item used within 15 feet, and can sense the level of the spell or rarity of the item. It also can’t be surprised by spells cast within 60 feet. Wrath. The Diwata Beast is driven to pursue targets as dictated by its manner of transformation. If the Diwata kills an ally or knocks them unconscious, it can make a DC 16 Wisdom save to try to transform back while retaining the damage it has received. If the Diwata falls unconscious, it transforms back while also retaining damage. ACTIONS Multiattack. The Diwata makes three melee attacks, one with its horns, and two with its claws. Claws. Melee Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage. Horns. Melee Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) piercing damage.