Cleric
Base Class: Cleric

Beshaba’s clerics and paladins are her agents in Faerûn. They are the few granted some protection from a truly calamitous fate, for a time; though, each knows that undeath may be waiting in the end. These agents embrace strife, trickery, and impending doom to stir fear and reverence toward Lady Doom. However, the Maid of Misfortune’s clerics and paladins must have the fortitude to endure their difficult tasks or they’ll certainly face a dreadful demise. Clerics and paladins of Beshaba pray for their spells at midnight after making an offering to the goddess. They recognize Midsummer and Shieldmeet as holy days in which they often participate in widespread rampages of wanton destruction.

Bonus Proficiencies

When you select this domain at 1st level, you gain proficiency in two of the following skills of your choice: Deception, Intimidation, Persuasion, Sleight of Hand, or Stealth.

Deception

When you select this domain at 1st level, you gain proficiency in two of the following skills of your choice: Deception, Intimidation, Persuasion, Sleight of Hand, or Stealth.

Intimidation

When you select this domain at 1st level, you gain proficiency in two of the following skills of your choice: Deception, Intimidation, Persuasion, Sleight of Hand, or Stealth.

Persuasion

When you select this domain at 1st level, you gain proficiency in two of the following skills of your choice: Deception, Intimidation, Persuasion, Sleight of Hand, or Stealth.

Sleight of Hand

When you select this domain at 1st level, you gain proficiency in two of the following skills of your choice: Deception, Intimidation, Persuasion, Sleight of Hand, or Stealth.

Stealth

When you select this domain at 1st level, you gain proficiency in two of the following skills of your choice: Deception, Intimidation, Persuasion, Sleight of Hand, or Stealth.

Bonus Proficiencies II

When you select this domain at 1st level, you gain proficiency in two of the following skills of your choice: Deception, Intimidation, Persuasion, Sleight of Hand, or Stealth.

Deception

When you select this domain at 1st level, you gain proficiency in two of the following skills of your choice: Deception, Intimidation, Persuasion, Sleight of Hand, or Stealth.

Intimidation

When you select this domain at 1st level, you gain proficiency in two of the following skills of your choice: Deception, Intimidation, Persuasion, Sleight of Hand, or Stealth.

 

Persuasion

When you select this domain at 1st level, you gain proficiency in two of the following skills of your choice: Deception, Intimidation, Persuasion, Sleight of Hand, or Stealth.

Sleight of Hand

When you select this domain at 1st level, you gain proficiency in two of the following skills of your choice: Deception, Intimidation, Persuasion, Sleight of Hand, or Stealth.

Stealth

When you select this domain at 1st level, you gain proficiency in two of the following skills of your choice: Deception, Intimidation, Persuasion, Sleight of Hand, or Stealth.

Bonus Cantrip

When you select this domain at 1st level, you learn the jinx cantrip. This is considered a cleric cantrip for you and doesn’t count against the cantrips you know.

Channel Divinity: Bestow Misfortune

Starting at 2nd level, you can use your Channel Divinity to alter a creature’s luck. As an action, you present your holy symbol and force a creature within 30 feet of you to make a Wisdom saving throw. On a failed save, choose one of the target’s ability scores; for 1 minute, the creature has disadvantage on ability checks and attack rolls with the chosen ability.

Blessed Misfortune

Beginning at 6th level, whenever you use an ability, feature, or spell to impose disadvantage on a creature’s ability check, attack roll, or saving throw, you gain advantage on one ability check, attack roll, or saving throw of your choice within the next minute. You can only have one advantage due to this feature at a time.

Necrotic Strike

Beginning at 8th level, you can infuse your weapon with negative energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target.

Doom Master

Starting at 17th level, you can control luck to some extent. You have 3 luck points. Whenever you make an ability check, attack roll, or saving throw, you can spend 1 luck point to roll an additional d20 and choose which result to use for your roll. Alternatively, you can use your reaction to spend 1 luck point when a creature within 30 feet of you makes an ability check, attack roll, or saving throw. Roll an additional d20; you can force the creature to use either result for the outcome of its roll. You regain luck points after a long rest.