The Dog Shaman (An OD&D Cleric Variant)
Dog Shaman

Amongst the Shrublands, the Dog Shamans are a rarefied stratum of knowledge holders that blend herblore and a sensitivity to the most loyal of companions of the Second Creations.
They never wear armor and can only wield war clubs or athames made from the antlers of Shrubland pronghorns.
They can acquire many dog guides, having learned how to speak with one.
They have one dog for every three levels of experience. These guides do all that is asked of them, even unto death.
For leveling and spell-casting, Dog Shamans level as Clerics, but can learn spells from both White and Green schools of Magic1.
| Level | Title | Spells | Ability |
|---|---|---|---|
| 1 | One Who Learns | -/-/-/-/- | None |
| 2 | One Who Helps | 1/-/-/-/- | Speak to Animals |
| 3 | One Who Dances | 2/-/-/-/- | 1 Dog Guide |
| 4 | One Who Heals | 2/1/-/-/- | Cure Light Wounds for all once per day |
| 5 | One Who Drums | 2/2/-/-/- | Drum Magik (as Cleric Turn Undead) |
| 6 | One Who Never Tires of Drumming | 2/2/1/1/- | 2 Dog Guides |
| 7 | One Who Knows All Animals | 2/2/2/1/1 | Conjure Animals. 1HD per level hereafter |
| 8 | One Who Speaks to Plants | 2/2/2/2/2 | Cure Serious Wounds for all twice per day. Speak to Plants |
Dog Magic & Associated Information
Lore
It was at Gegno that the first dog turned upon his master. The master's name is lost to the fog of memory. Such is the length of the tale’s life.
A young pup named Red Tree tore his master's throat when the master attempted the peaceful cut against his ally.
Since then, Red Tree has urged all dogs to revolt against their masters during times of famine and during times of great harvest alike. It matters not, for such hungry darkness always awaits in men's hearts, awaiting the ripe moment to show its true self.
Domesticated Dogs → Wild Dogs → Wolves → Giant Wolves
So much time has passed since Red Tree's first kill, and many storymen speak of Red Tree.
Five Stories of Red Tree
- Red Tree has learned all the names of plants and animals and can command them.
- Red Tree is a punishment from the Builders for over-hunting. Anyone who is killed by Red Tree has their soul obliterated. Funeral rites are useless. It is as if they didn't exist at all.
- The Red Tree we know isn't the real Red Tree; Red Tree has always existed. Any dog can become Red Tree; we should treat dogs correctly.
- How Red Tree became so powerful is through a "wolf song" which he keeps secret. Red Tree disguises itself as a dog most of the time to learn who to punish.
- If we do not kill Red Tree, they will grow larger and larger, eventually large enough to eat the sun itself!
🐕 General Dog Information 🐕
Dogs have a 2 in 6 chance to notice hidden or invisible creatures by sound and scent (provided the creature has a scent), though how they relate this information depends on training.
They may track a known scent with a 5 in 6 rate of success if the trail is less than an hour old, -1 per hour thereafter.
The base chance is reduced to 3 in 6 when crossing water wider than a small stream.
Most hunting dogs are only trained to recognize pronghorn and wild llama, though 1 in 6 will also know the scent of wolf or cave bear.
Certain magics can improve these capabilities
When encountered in the wild, there is a decent (1 in 6) chance that any solitary dog encountered will be rabid.
🌿 Dog Magic & Herblore 🌿2
Lemon Tears
The single most important herb to Dog Shamans. Dogs already perceive hidden things through scent.
Sighting3
This ritual allows the dog to see enemies long before they get close. When a dog assists a watch, surprise is reduced to only a 1x6 chance.
To perform this spell, the bruised fronds of Lemon Tears are boiled in water while the Sighting Song is sung.
A film of oil from the Lemon Tears fronds will seep out. This film is then smeared over the dog's face. (1d6 days)
Greenberry
Tracking4
Increase the tracking prowess of a dog for a particular animal, or enables them to track an animal the dog hasn't seen before.
A corpse (ideally fresh or newly rotting) of the type of animal that the dog is desired to track is required.
The flesh is cut from it in strips while the maggots and flies that feed upon the corpse are collected, mashed into a paste along with Green Berry, and mixed with river water to dilute it.
The dog is to drink the mixture while singing the Tracking Song. (4x6 for 1d6 days)
Armsman’s Heart
As warriors themselves smoke the dried leaves of Armsman’s Heart, so too can a Dog Shaman give the sacred smoke to a loyal companion to defend one’s hearth against enemies and creatures.
When the fern is dried and its smoke inhaled by a dog, to the First Creations, their barks are ear-piercing and awful to hear.
Turning Away First Creations5
To turn a First Creation, roll 2d6 and consult the chart below. A score equal to or above the number listed succeeds in turning.
This affects up to 2d6 targets, as per the Cleric Turn Undead.
| Foe | Dog: Level 1 | Level 2 | Level 3 | Level 4 |
|---|---|---|---|---|
| First Creation | 7 | T | T | D |
| Third Creation | 9 | 7 | T | T |
| Spotted Lion | 11 | 9 | 7 | T |
| Cave Bear | X | 11 | 9 | 7 |
| Laubeso (Troll) | X | X | 11 | 9 |
X - No Effect
T - Turned
D - Disbanded
Purple Beard
The calming effects of the tea made from its dried leaves are said to restore a civilized temperament to Wild Dogs, Wolves, Giant Wolves, and even other predators.
A Dog Shaman will always brew a tea of Purple Beard if a Dog inhales Armsman’s Heart so as to settle its maddened spirit.
Roll a 2d6 and consult the chart below. A score equal to or above the number listed succeeds in calming.
This affects up to 2d6 targets, as per the Cleric Turn Undead, as Command Animals after a fashion.
| Foe | Level 1 | Level 2 | Level 3 | Level 4 |
|---|---|---|---|---|
| Wild Dogs | 7 | T | T | D |
| Wolves | 9 | 7 | T | T |
| Giant Wolves | 11 | 9 | 7 | T |
| Spotted Lion | X | 11 | 9 | 7 |
| Cave Bear | X | X | 11 | 9 |
X - No Effect
T - Turned
D - Disbanded
Blue Clover
It’s not uncommon for Dog Shamans to chew the leaves and push the mash of Blue Clover into the wounds of war dogs and older working hounds. There are many laments of addiction among older war dogs.
Qhwitsel
Scaring Away the Restless Dead
Rubbing Qhwitsel into the fur and lips of the dog will confuse the spirit. (+2 to Saves vs spirits and undead)
The entire annual of Qhwitsel can be made into a garland and protects against invisible things and other spirits. (+5 to Saves vs spirits and undead).
Ground into a paste and rubbed all over the dog's fur, the yellow flowers remind the restless dead of the smell of procreation.
This smell of life drives them back, reminding them of their true condition (as Turning Undead table)
Dogs as Hirelings6
A hound has 1 HD per level and at levels 3 and 4 receives a +1 to their total HP.
It matches the Attack, Saves, and XP advancement of a Fighting Man, but can not exceed the 4th level.
XP for dogs can be gained by slaying foes as per Player Characters, but they gain the entirety of the XP value of First Creations they have turned.
Only dogs gain XP for turning First Creations.
For example, if a dog turns a band of six First Creations, that hound would net their XP as if it had otherwise slain them.
A party with a hound trying to negotiate with First Creations receives a -2 to reaction rolls.
A dog’s loyalty is rolled with 2d6 upon purchase, 4d6 if raised as a pup. As long as it is treated with love and fed, its loyalty rises by 1 each week.
When the master of the dog is fatally struck and is at risk of dying, roll 3d6 under the hound’s loyalty.
Success means the dog jumps in the way of the attack, taking the full damage inflicted.
Rabies7
Exposure:
The bite of an infected animal provokes a Saving Throw.
Incubation:
Every 4d6 days, make another save or advance to stage 1.
Stage 1: Flu-like symptoms - fever, headache, and general tiredness. -1 penalty on all d6 rolls, -2 to all d20 rolls. Every 24 hours, make another save or advance to stage 2.
Stage 2: Insomnia, anxiety, agitation, confusion, hallucinations, hypersalivation, and difficulty swallowing. Hydrophobia - throat closes up when presented with water, must save or experience violent convulsions. Unpredictable behavior - in every new situation, roll a d6 to determine behavior: 1-3 Fearful, 4-5 Aggressive (attack with tooth & claw), 6 Unbalanced (save or fall over). Every 24 hours, make another save or advance to stage 3.
Stage 3: Save or die. A successful save indicates the victim has fallen into a coma. Continue to save or die every 24 hours.
See Idraluna’s Supplement 𐡠 for these spell lists↩
See Storymen & Herbwomen for more information on Cordillera and Shrubland herblore↩
Shamelessly ripped from Nobody’s They Growl blog post↩
Shamelessly ripped from Nobody’s They Growl blog post↩
Shamelessly ripped from Blark’s Hounds Revisited blog post↩
Shamelessly ripped from Blark’s Hounds Revisited blog post↩
Shamelessly ripped from Nobody’s They Growl blog post↩