Ruins of Adventure
- Name: Beshaba
- Allegiance: Gods of Disaster
- Portfolio: Misfortune, Mischief, Accidents, Bad Luck, Curses, Cheaters, Wild Magic
- Titles: Black Bes, Lady Doom, The Maid of Misfortune, The Maid of Misrule, The Deadly Lover, The Queen of Spades, The Treacherous Lurker in the Sands, Tyche’s Unpleasant Daughter, Tempus’s Lover, She Who Rides Your Back
- Symbols: Black antlers; White barrister’s wig; A Queen of Spades playing card
- Worshipper Alignments: CN, CE
Core Doctrine: Bad things happen to everyone.
- Undermine the fortunate.
- Curse those who… actually just curse everyone.
- Seek out sites of plague, disaster, and calamity.
- Give Beshaba credit for all misfortunes and misadventures.
- Indulge in all good things, for they shall soon perish.
- Removing any curse.
- Attempting to eliminate random chance.
- Consoling someone suffering from misfortune.
- Warning someone about the consequences of their actions.
- Allied Faiths: Armok, Duvan’Ku, Mask, Tempus, Umberlee
- Enemy Faiths: The Blessed Afflictor, Shaundakul, Tymora
- Pesudonyms: none
- Races: Any
- Classes: Cleric
- Ability Requirements: as Cleric
- Alignments: TN, NE, CN, CE
- Starting Cash: By class
- Weapon Slots: By class
- Allowed Weapons: Any Bludgeoning
- Allowed Armor: Any Armor or Shield
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: none
- Non-weapon Slots: By class
- Available Groups: Spiritual, Social, and Academic
- Bonus Proficiencies: Religion, Omen Reading, Sabotage
- Required Proficiencies: none
- Recommended Proficiencies: none
- Forbidden Proficiencies: none
- Major: All, Air, Charm, Combat, Fire, Guardian, Necromantic, Protection
- Minor: Wards, Summoning
Overview: Beshaba is the goddess of bad luck and accidents. In order to both spread her influence in the Realms and to counter the efforts of the luck goddess Tymora, Beshaba empowers her priests of bad fortune. These purveyors of calamities cause bad things to happen around them, though they are just as subject to Beshaba’s whims as their victims
Description: Clerics of Beshaba wear bright red robes over whatever armor they choose. All such clerics must wear wigs of white hair in imitation of their goddess, although these wigs obviously look false and are badly placed most of the time.
Role-Playing: Clerics of Beshaba are gloomy, depressing people who walk around with a fatalistic air, which is hardly surprising when considering their patron. They often tend to be pessimists who are highly suspicious of good fortune. To them, good luck is but one shoe of a pair. Once providence occurs, they know that the scales must be balanced and they spend days waiting for misfortune to strike. They don’t go looking for trouble, since they know it will find them soon enough.
- Clerics of Beshaba are immune to any spell that would Curse them, or directly afflict them with bad luck (such as the Evil Eye or Unlock spells) when cast by anyone other than another priest of Beshaba.
- Clerics of Beshaba can turn undead, but a failed attempt causes all the undead to immediately converge on the unlucky priest.
- Clerics of Beshaba can use all wizard spells of the Wild Magic school as priest spells of the same level.
- Once per day per level, the cleric of Beshaba can focus the goddess’s attention on another creature within the cleric’s line of sight. This attention has one of three effects, chosen by the cleric at the time they invoke this power:
- The next action the victim attempts automatically fails (no die roll allowed). This applies to any action deliberately taken by the victim that would have a chance of failure (i.e. would require a roll), such as an attack, an attempt to climb, or the use of a proficiency.
- The next failed die roll by the victim, regresses into a disastrous result. The victim is treated as if they had rolled the worst possible result on the die (i.e. a Natural 1 for an attack, a Natural 20 for a proficiency check).
- The victim immediately suffers a minor accident. They might fall down a nearby flight of stairs, slide down a cliff, get hit by a falling tree-branch, or anything else that might be probable given their current environment. Regardless of the exact nature of the accident, the target only suffers an amount of damage equal to 1 point per level of the cleric.
- Each time the cleric prepares spells, the cleric of Beshaba must make a saving throw vs spell. If the save fails, the next attack roll or saving throw the cleric makes in a life-or-death situation is automatically treated as if the cleric had rolled a Natural 1, as the goddess turns her attention on them.
- Clerics of Beshaba automatically fail any saving throws to avoid spells or effects that would Curse them, or directly afflict them with bad luck (such as the Evil Eye or Unlock spells) when cast by another priest of Beshaba — a frequent occurrence when these priests meet.
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