Ring Side Report-RPG Review of Dungeon Crawl Classics #94: Neon Knights

Product– Dungeon Crawl Classics #94: Neon Knights

System-DCC RPG

Producer– Goodman Games

Price– $6.99  here https://www.drivethrurpg.com/product/221855/Dungeon-Crawl-Classics-94-Neon-Knights?affiliate_id=658618

TL; DR-Two tastes that don’t quite go together. 78%

Basics-How do we stop a hoard who feels no pain!  Zombies or unfeeling monsters have surrounded the town, and you are called to aid the defence.  But mid-meeting you are whisked away to do the bidding of a wizard.  Can you save the town and stop being a mister fixit on call?

Mechanics or Crunch-This adventure is short!  The major bad guy is the wizard who keeps summoning you.  You can fight the zombies, but the book makes it seem like you will die.  As a DM I would kill you as well.  The tower with the wizard isn’t bad, but he also is pretty much the only thing in it.  It’s a short dungeon with balanced fights, but just not enough of them.  It’s a little too old school as you have to find the fights and the goods here as opposed to them being out in the open for you to pillage and kill.  I didn’t hate it, but it will require you to punch up the adventure to keep your group involved.  4/5

Theme or Fluff-There are not one, but two things for the PCs to face. But, they are tied together.  BUT, only you, the GM, really get that.  The wizard only brings you in when he needs help.  You have to find and explore the place in seven rounds before he sends you back.  The zombies are ok, but why are they here?  I know why because I read the book, but it feels like two different adventures put together.   I didn’t hate this, but even after reveals, my players felt like there were really two adventures here.  Both of the singles are good, but together it’s three Michelen star steak mixed with gold ribbon winning chocolate.  Maybe these two things shouldn’t go together.  3/5

Execution–  PDF?  YEP!  Hyperlinked?  no…That’s honestly my biggest gripe here.  The execution isn’t bad.  I would like clean maps I can show my players without having things marked on the map that they find.  Text read fast and I could play quickly.  It is one of the standard well put together DCC modules I know and love.  4.75/5

Summary-I don’t hate this one, but this might not be the first adventure I show to new players.  I was able to turn this to keeping my players on the purple planet.  It works well that way, but the basic story gets lost in most of the GM fluff.  Not bad, but unless the players work to make friends with their captor, they won’t get it.  The dungeon needs more pieces and stuff to play with in the form of fights or toys.  The presentation is good, but I still want hyperlinks!  Overall, it’s an ok adventure that is maybe a bit too stuffed with disparate things.  78%

Daily Punch 4-14-20 Heavenly Hitman class for DCC RPG

One more DCC RPG class!  How about a cleric/rogue?

 

Heavenly Hitman

Sometimes a church needs to fix a problem.  Sometimes that problem takes the form of a person.  In these cases the church sends someone specially trained in the ways of the faith to solve those problems employing spell and stiletto to silence these heretics.

 

Level Attack  Crit Die/ Table Action Dice Known Spells Max Spell Level Ref Fort Will
1 0 1d8/II 1d20 1 1 1 1 1
2 1 1d10/II 1d20 1 1 1 1 1
3 2 1d12/II 1d20 2 1 2 2 2
4 3 1d14/II 1d20 2 2 2 2 2
5 3 1d16/II 1d20 3 2 3 3 3
6 4 1d20/II 1d20+1d14 3 3 4 4 4
7 5 1d24/II 1d20+1d16 4 3 4 4 4
8 5 1d24/II 1d20+1d20 4 4 5 5 5
9 6 1d30/II 1d20+1d20 5 4 5 5 5
10 7 1d30/III 1d20+1d20 5 5 6 6 6
Titles
Level Title (all alignments)
1 Assaulting Alterboy
2 Death Decon
3 Massacre Minister
4 Murder Missionary
5 Brutal Bishop

 

Skill\Level 1 2 3 4 5 6 7 8 9 10
Backstap 0 1 2 3 4 4 5 5 6 6
Sneak silent 3 5 7 8 9 11 12 13 14 16
Hide in shadows 1 3 5 7 8 9 10 11 12 13
Climb sheer surfaces 0 1 2 3 4 4 5 5 6 6
Pick locks 0 1 2 3 4 4 5 5 6 6
Find trap 1 2 3 4 4 5 5 6 6 7
Disable trap 1 2 3 4 4 5 5 6 6 7
Forge documents 0 0 0 1 1 2 2 3 3 4
Disguide self 1 3 5 7 8 9 10 11 12 13
Read languages 0 0 1 1 2 2 3 3 4 4
Handle poison 0 0 1 1 2 2 3 3 4 4

 

Channel Harm Check Damage
1-11 Failure
12-13 1d6
14-19 2d6
20-21 3d6
22+ 4d6

 

Hit points: A heavenly hitman gains 1d6 hit points at each level.

 

Weapon training: A heavenly hitman is trained in these weapons: blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff. Thieves can’t use any armor besides leather armor.

 

Alignment: Heavenly Hitman walk the line between the orders of a church and the chaos of murderers.  They tend to be neutral because of this.

 

Magic: A heavenly hitman cast spells as a cleric.

 

Divine Wrath: A heavenly hitman chooses not to heal, but instead focuses on hurting.  Instead of healing as a cleric, a heavenly hitman can instead choose to make a channel harm check when the heavenly hitman makes a backstab and succeeds.  Instead of damage, the heavenly hitman makes a 1d20 + heavenly hitman level + personality modifier roll and consults the table below. You add your normal attack and backstab damage to the damage.

 

Thieving skills: A heavenly hitman learns certain skills that aid his divine pursuits. A heavenly hitman can pick locks, find and disable traps, sneak silently, hide in shadows, climb sheer surfaces, forge documents, pick pockets, and handle poison.  These function as a theif’s skills.

 

Luck: A heavenly hitman adds their Luck modifier to their backstab damage.

 

Action Die:  A heavenly hitman uses his action dice for any normal activity, including attacks, skill checks, and spells.

 

 

Thoughts?

Daily Punch 4-13-20 Priest of the Old Father class for DCC RPG

I want a cleric elf!  Let’s make a Cleric Elf for DCC RPG!

 

Priest of the Old Father

 

Elves are the children of the oldest father.  Some elves choose to revere this father and channel his glory to the lesser races.  Those sad children will learn the glory of your father, even if they can never be as amazing as you will be.

 

Level Attack  Crit Die/ Table Action Dice Known Spells Max Spell Level Ref Fort Will
1 1 1d8/III 1d20 3 1 1 0 1
2 1 1d8/III 1d20 4 1 1 0 1
3 2 1d10/III 1d20 5 2 1 1 1
4 2 1d10/III 1d20 6 2 2 1 2
5 3 1d12/III 1d20 7 3 2 1 2
6 3 1d12/III 1d20+1d14 8 3 2 2 2
7 4 1d14/III 1d20+1d16 9 4 3 2 3
8 4 1d14IIII 1d20+1d20 10 4 3 2 3
9 5 1d16/III 1d20+1d20 12 5 3 3 3
10 5 1d16/III 1d20+1d20 14 5 4 3 4
Titles
Level Title (all alignments)
1 Child of the of the father 
2 Grove Guardian
3 Forest VIcar
4 Bosk Bishop
5 Fey Father /Mother

 

Hit points: A Priest of the Old Father gains 1d8 hit points at each level.

 

Weapon training: Priest of the Old Father trained in the use of the dagger, javelin, lance, longbow, longsword, shortbow, short sword, staff, spear, and two-handed sword. Like all elves, priests of the old father often wear armor of mithril, even though it affects their spellcasting.

 

Alignment: Priest of the old father tend to follow the father himself and therefore are often chaotic.

 

Magic: A priest of the old father cast spells as a cleric.

 

Lay on hands: Priest of the old gather as a cleric with the following exception.  All elves are treated as if they were the same alignment as the priest of the old father while all other races are healed as if they had the opposed alignment.

 

Supernatural patrons: Like wizards, elves can invoke supernatural patrons. An priest of the old father automatically receives the spells patron bond and invoke patron at 1st level in addition to his other spells.  This MUST be used for the king of elfland.

 

Infravision: An elf can see in the dark up to 60’.

 

Immunities: Elves are immune to magical sleep and paralysis.

 

Vulnerabilities: Elves are extremely sensitive to the touch of iron. Direct contact over prolonged periods causes a burning sensation, and exposure at close distances makes them uncomfortable. An elf may not wear iron armor or bear the touch of iron weapons for extended periods. Prolonged contact with iron causes 1 hp of damage per day of direct contact.

 

Heightened Senses: Elves are astute and observant. All elf characters receive a +4 bonus to detect secret doors. Moreover, when simply passing within 10 feet of a secret

door, elves are entitled to a check to detect it. 

 

Luck: A priest of the old father adds their Luck modifier to their invoke patron and patron bond checks.

 

Languages: At 1st-level, a priest of the old father automatically knows Common, the elven racial language, and one other language. An elf knows one additional language for every point of Int modifier. Additional languages are randomly determined as specified in Appendix L.

 

Action dice: An elf’s action dice can be used for attacks or spell checks at any level.

 

 

Thoughts?

Daily Punch 4-10-20 Rune Sage class for DCC RPG

How about another magic user?

 

Rune Sage

 

Dwarves long ago discovered magic, but chose to not channel the magic through themselves but into the very rock that bore them.  The Rune Sages are the children of these first conjurers. Rune sages spend time tracing magic into an item allowing others to use that magic for a price.

 

Level Attack  Crit Die/ Table Action Dice Known Spells Runes Cast Max Spell Level Ref Fort Will
1 +d2 1d8/I 1d20 2 2 1 0 1 1
2 +d3 1d10/I 1d20 3 2 1 0 1 1
3 +d4 1d12/I 1d20 3 3 1 1 2 2
4 +d5 1d14/I 1d20 4 3 2 1 2 2
5 +d6 1d16/I 1d20 4 3 2 2 2 2
6 +d7 1d20/I 1d20+1d14 4 4 3 2 3 3
7 +d8 1d24/I 1d20+1d16 5 4 3 2 3 3
8 +d10 1d24/I 1d20+1d20 5 5 4 2 4 4
9 +d10+1 1d24/I 1d20+1d20+1d14 6 6 4 3 4 4
10 +d10+2 1d30/I 1d20+1d20+1d14 7 6 5 3 5 5
Titles
Level Title (all alignments)
1 Runic Carver
2 Earth Enchanter
3 Slag Sorcerer
4 Ore occultist
5 Magma Magus

 

Hit points: A thief gains 1d8 hit points at each level.

 

Weapon training: Rune sages are and will always be dwarves using a weapon and shield as their forefathers did before them. Like a dwarf, a rune sage is trained in the use of these melee weapons: battleaxe, club, dagger, handaxe, longsword, mace, short sword, spear, two handed sword, and warhammer as well as being trained in missile fire weapons: crossbow, javelin, shortbow, and sling. Rune sages are a wall for their people wearing the strongest and heaviest armor they can afford.

 

Alignment: Rune sages are the children of dwarves and magic rock.  They follow the law of stone and never deviate from that order in the world.  Most rune sages tend to be lawful.

 

Magic: A rune sage cast spells as a wizard with a key difference.  At 1st level a spell thief determines 2 spells that he knows. To cast a spell the spell thief makes a 1d20 + Intelligence modifier + magic die.  A rune sage may spell burn as a wizard to increase this number, but this is done at the time of casting. The spell is then carved into an object taking 1 minute per spell level using the effects based on the rune sages roll upon time of casting.  The magic persists in the object for a number of days equal to the spell level. A rune sage may only have as many runes carved at a time as his rune cast number. If another spell is cast, then the oldest rune immediately triggers upon completion of the new spell.

 

Rune: The spells carved by a rune sage can be passed to anyone.  On their turn, a character can use the run as their action but that character must spellburn one point minimum to cast the spell if that character is not the rune sage who made the rune by cutting themselves and using blood to fuel the spell.  If another character is using the rune, that character can spell burn additional points to increase the previously determined result.

 

Sword and Stone.  A rune sage may trigger one spell they had previously cast as part of their action if their attack if their attack die is a 3 or better.  They may only trigger one spell per turn in this way.

 

Infravision: A rune sage can see in the dark up to 60’.

 

Slow: A rune sage has a base movement speed of 20’, as opposed to 30’ for humans

 

Language: A rune sage automatically knows dwarven at first level

 

Luck: A rune sage Luck modifier applies to their AC.

 

Action Die:  A rune sage always uses action die to attack.  Additional action die allow for additional attacks.

Daily Punch 4-8-20 Spell Thief class for DCC RPG

Working on a thing for DCC RPG!  Here is a fun combo class for DCC RPG

 

 

Spell Thief

Why work hard when you can get the magic milk for free?  You’ve spent years learning to be the smartest one in the room and along the way you learned a few tricks.  Now you’ve found a way to make a big score. Just a few more rubbes to swindle along the way and you will be set!

 

Level Attack (Magic Die) Crit Die/ Table Action Dice Known Spells Max Spell Level Ref Fort Will
1 +d3 1d10/III 1d20 3 1 1 1 1
2 +d4 1d12/III 1d20 3 1 1 1 1
3 +d5 1d14/III 1d20 4 1 1 2 2
4 +d6 1d16/IV 1d20 4 2 2 2 2
5 +d7 1d20/IV 1d20 5 2 2 2 2
6 +d8 1d24/V 1d20+1d14 5 3 2 3 3
7 +d10 1d30/V 1d20+1d16 6 3 3 3 3
8 +d10+1 1d30/V 1d20+1d20 6 4 3 4 4
9 +d10+2 2d20/V 1d20+1d20+1d14 7 4 4 4 4
10 +d10+3 2d20/V 1d20+1d20+1d14 7 5 4 5 5
Titles
Level Title (all alignments)
1 Spell Swindler
2 Mugger Mage 
3 Sorcery Sneak
4 Hex Hijacker
5 Eldritch Embezzler

 

Skill\Level 1 2 3 4 5 6 7 8 9 10
Backstap 0 1 2 3 4 4 5 5 6 6
Sneak silent 1 2 3 4 4 5 5 6 6 7
Hide in shadows 2 3 4 4 5 5 6 6 7 8
Climb sheer surfaces 0 1 2 3 4 4 5 5 6 6
Pick locks 0 1 2 3 4 4 5 5 6 6
Find trap 1 2 3 4 4 5 5 6 6 7
Disable trap 1 2 3 4 4 5 5 6 6 7
Forge documents 0 0 0 1 1 2 2 3 3 4
Disguide self 0 0 1 1 2 2 3 3 4 4
Read languages 2 3 4 4 5 5 6 6 7 8
Handle poison 0 9 1 1 2 2 3 3 4 4
Bonus on spell theif check and against magic traps 3 5 7 8 9 11 12 13 14 `5

 

Hit points: A thief gains 1d4 hit points at each level.

 

Weapon training: A spell thief is trained in these weapons: blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff. Thieves can’t use any armor besides leather armor.

 

Alignment: Spell thieves walk a hard line between the order needed to cast magic the the disorder needed to steal.  Most spell thieves tend to be neutral.

 

Thieving skills: A spell thief learns certain skills that aid his illicit pursuits. A thief can pick locks, find and disable traps, sneak silently, hide in shadows, climb sheer surfaces, forge documents, pick pockets, handle poison, and a bonus against magic trips and spell thief checks.  These function as a theif’s skills.

 

Magic: A spell thief cast spells as a wizard.  At 1st level a spell thief determines 2 spells that he knows.  To cast a spell the spell thief makes a 1d20 + Intelligence modifier + magic die.

 

Spell Thief: A spell thief gains the ability to negate and learn a spell cast against him.  If the subject of a spell, the spell thief can choose to make a 1d20 + Intelligence modifier + spell thief check + magic die.  If the spell thief succeeds, the spell thief learns the spell in addition to its normal spell amount. If the spell thief fails, he is subject to the spell as normal.

 

Luck: A spell thief’s Luck modifier applies to rolls for checks to steal spells.
Action Die:  A thief uses his action dice for any normal activity, including attacks, skill checks, and spells.

 

 

 

Thoughts?

Daily Punch 4-25-19 Surge cleric spell for Dungeon Crawl Classics RPG

I want a cleric to get some offence.  Let’s build one!

Surge
Level: 1
Range: 15′ Duration: Instantaneous Casting time: 1 action Save: Reflex vs. spell check DC
General The cleric rains down divine lightning from their fingertips.
Manifestation
roll 1d4: (1)the caster’s hands shoot purple lightning at the target. (2)lightning shoots down from the sky at the target. (3) electricity crackles all over the target. (4)the caster stomps the target and lighting surges up from the ground at the target.
1-11 failure
12-13
A single blast of electricity strikes one target within range for 1d2 points of damage.
14-17
Spell produces a blast of fire that electrocutes a single target within range for 1d5 points of damage.
18-19
Spell produces a blast of fire that electrocutes a single target within range for 1d5+CL points of damage.
20-23
Spell produces a surge of electricity that burns up to three targets within range for 1d5+CL points of damage. All targets must be within 10’ of one another.
24-27
Spell produces a surge of electricity that burns up to three targets within range for 1d10+CL points of damage. All targets must be within 10’ of one another.
28-29
Caster creates a single blast of lighting 10’ wide and 30’ long that does damage equal to 3d5+CL to all caught in the blast. He can pick individual targets to be safe from the blast.
30-31
Caster creates two blasts of lighting 10’ wide and 30’ long that does damage equal to 3d5+CL to all caught in the blast. Each can be directed within a 180° arc of his position. He can pick individual targets to be safe from the blast.
32+
Caster can blast pure lighting in a 360° arc outward from his body. He can pick individual targets to be safe from the blast. All creatures within the radius are immolated, taking damage equal to 4d5+CL damage.

Daily Punch 4-24-19 Geas spell for Dungeon Crawl Classics RPG

Last night, I subjected a player that didn’t exist!  Welp, time to make it happen!

Geas
Level: 3
Range: 10′ Duration: Instantaneous Casting time: 1 action or special (see below) Save: Will vs. spell check DC
General A cleric calls upon the force of his god to send a individual or a creature on a quest.  This spell only works on intelligent creatures.  That creature must attempt to work toward completing the quest or face dire repercussions for their failure.

Clerics often cast this spell as part of another spell to force a character to do an act as part of another spell or action.  In this case the target must voluntarily fail the will save.

Manifestation roll 1d4: (1) an avatar of the god comes and scribes a mark into the targets forehead cutting the skin deeply.  (2)The room fills with light or darkness and whispers fill the room with the dead the target must do.  (3)a parchment with the task appears with written instructions in gold letters.  the parchment cannot be destroyed by mundane means. (4)the gods own words echo from the mouth of the cleric in a language no one except the target can comprehend.
1-15 Failure.
16-20 The target is given a quest they must complete by the cleric.  Every day the target does not work toward the quest, the target takes a -1 penalty to all rolls.
21-25 The target is given a quest they must complete by the cleric and the cleric is updated daily on the targets progress.  Every day the target does not work toward the quest, the target takes a -2 penalty to all rolls.  The cleric can always located the target as if casting the locate object spell and the cleric may always contact the target as if via the esp spell cast with the same result s the geas spell.
26-30 The target is given a quest they must complete by the cleric and the cleric is updated hourly on the targets progress.  Every day the target does not work toward the quest, the target takes a -5 penalty to all rolls.  The cleric can always located the target as if casting the locate object spell and the cleric may always contact the target as if via the esp spell cast with the same result s the geas spell.  In addition, the caster of the spell may at any time wrack the target with pain as if casting magic missile upon the target at any spell result up to the clerics spell casting result of geas spell.  The target of the spell may not be healed except by clerics of the same god that cast the original geas and those clerics know of the spell as soon as they begin any healing magic as well as knowing they gain disapproval for any actions they take to aid a character not advancing on their geas.
31-35 The target is given a quest they must complete by the cleric and the god of the cleric is updated contently on the targets progress.  Every day the target does not work toward the quest, the target takes a -5 penalty to all rolls.  The god can always located the target as if casting the locate object spell and the cleric may always contact the target as if via the esp spell cast with the same result s the geas spell.  In addition, the god may at any time wrack the target with pain as if casting magic missile upon the target at any spell result it chooses.  The target of the spell may not be healed except by god directly.  The cleric gains all the benefits of casting the spell at  spell result of 30 as well.
36+ The target is given a quest they must complete by the cleric and the god of the cleric is updated contently on the targets progress.  Every day the target does not work toward the quest, the target takes a -10 penalty to all rolls.  The god can instantly kill the target at will, no save, at any point to summon the creature before it.  The god also gains the benefit of casting the spell at spell check 35.  The cleric gains all the benefits of casting the spell at  spell result of 30 as well.

 

Thoughts?

Daily Punch 7-10-17 Seelendieb sword for DCCRPG

My wife found a sword in DCC.  She loves it, but maybe she shouldn’t….

 

 
Seelendieb-this is a +1 longsword of impressive sharpness that also increases the wielders strength by +4.  It’s hilt is shaped like interconnected grasping hands of bone with the crossbar being a spine.  It was forged by a god of death and destruction and gifted to his chosen paladin to steal life in the multiverse.

INT: 18; PERS: 16; does not possess the wielder.  Wielder gains hit points equal to half damage dealt, and then the wielder then makes a Will saving throw, DC equal to hit points recovered.

Fail First Three-The sword now makes the hit point recovery feel amazing.  This process is almost addictive.

Fail Next Three-The wielders alignment shifts to chaotic.

Fail Final Three-The wielder becomes a soul wraith.  There is no physical change, but the character now eats souls instead of food.  This is done as an action over an intelligent creature that died less than 1 turn ago.  The character can also consume blood of intelligent creatures in place of souls.  The character heals damage as if they has used lay on hands on themselves using their own attributes if they drink blood.  The character can no longer heal hit points as normal, but may be healed by a cleric of a neutral or chaotic deity.  Healing from a Lawful cleric harms the character, but the character is allowed a Will save to prevent the healing, DC equal to amount that would the dealt as damage.  The character’s title shifts as follows depending on the level:

1-Thrall

2-Damphyr

3-Aufhocker

4-Vampire

5-Dracul

Daily Punch 12-28-15 DCC Funnel in Shadow of the DemonLord

We’re back from our extended break, and let’s start off with a big one!  I love the DCC RPG Funnel, and I love the Shadow of the Demon Lord system.  Let’s mix this peanut butter and chocolate together!

 

The Shadow of the Demon Lord Funnel

Players: Instead of creating and choosing one first level character, randomly roll a d6 (d8 with the Demon Lords Companion) four times to generate four characters.  Follow character generation rules as normal for each character.  Also, when a character drops to zero or fewer hit points, that character is dead!  No rolls for you!

GM: Instead of running a zero-level adventure, instead run a level one adventure.  Run the adventure as hard as normal, and players will drop like flies!  At the end, players will most likely be left with one character each.  That person gets all the experience points the would normally get putting them up to first level with a hell of a story!

 

Roll Race
1 Human
2 Changeling
3 Clockwork
4 Dwarf
5 Goblin
6 Orc
7 Faun
8 Hafling

Daily Punch 3-4-15 Mystic Arcanist Class for Dungeon Crawl Classics RPG

You know what I haven’t done for a long time?  Made a class for DCC RPG!  Let’s mix the wizard and the cleric and see what falls out?

Mystic Arcanist

Hit Points: A mystic arcanist gains 1d6 hit points per level.

Armor and Weapon training: A mystic arcanist is proficient with all armors and weapons a cleric is proficient with.

Alignment: Mystic arcanists are called from all alignments as the gods grant power to all who serve them as they serve them.  Depending how they see themselves, they may choose to name themselves based on the names for wizards or clerics of their same level.

Cleric and Wizard Powers:  A mystic arcanist gains all the powers of a cleric, but does not gain the turn ability using personality for all cleric spell  and lay on hands checks.  A mystic arcanis gains the magic abilities of a wizard using intelligence to cast all the wizard spells.  A mystic arcanis may never have a patron that is not a greater devil, greater fiend, or  a god as those are the creatures that grant the mystic arcanist his/her spell casting ability.

Disapproval and Corruption: When a mystic arcanis gains disapproval or corruption from a cleric or wizard spell, the mystis arcanis also gains the other effect.  If a wizard spell causes corruption, he or she also gains disapproval.  When a mystic arcanist gains disapproval, the mystic arcanis chooses an equal leveled known wizards spell and gains the corruption effect of that spell.  If unable to choose a spell of the same level, the next highest level spell is chosen instead.

 

Luck: A mystic arcanist’s luck score is added to all spell casting checks for both divine and arcane magic.

 

Level Attack Crit Die/ Table Action Die Wizard Spells Known Max Wizard Spell

Level

Known

Cleric Spells Known Level 1 Cleric Spells Known Level 2 Cleric Spells Known Level 3 Cleric Spells Known Level 4 Cleric Spells Known Level 5 Ref Fort Will
1 0 1d7/II 1d20 2 1 2 0 0 1
2 1 1d7/II 1d20 2 1 3 1 1 1
3 1 1d8/II 1d20 3 2 3 2 1 1 2
4 2 1d10/II 1d20 3 2 3 2 2 2 2
5 2 1d10/II 1d20 4 3 3 3 1 2 2 3
6 3 1d12/II 1d20+1d14 4 3 3 3 1 2 2 4
7 3 1d12/II 1d20+1d16 5 4 4 3 2 1 3 2 4
8 4 1d14/II 1d20+1d16 6 4 4 3 2 1 3 3 5
9 4 1d14/II 1d20+1d20 7 5 4 3 3 2 1 3 3 5
10 5 1d16/II 1d20+1d20 8 5 4 4 3 2 1 4 4 6

 

Thoughts?