Believed to be the ill omen of a coming age, these spiritwalker tauren are held in near reverence by their people, often becoming reclusive priests who wander the land in search of kindred spirits. They maintain the balance between the world of the living and the spirit realm.
Only tauren can choose the spiritwalker shamanic binding. In the world of Azeroth, only tauren practice this particular type of shamanism, and maintain the needed connection to their ancestral heritage.
Shaman Level - Spells
3rd - Inflict Wounds, Longstrider
5th - Levitate, Warding Bond
9th - Dispel Magic, Revivify
13th - Banishment, Death Ward
17th - Circle of Power, Dispel Evil and Good
Starting at 3rd level, you refer to the Spiritwalker Spellcasting table to determine your cantrips, spells known, and spell slots whenever you gain a level in this class. You also count as a half-caster for determining available spell slots when multiclassing with other classes.
Also at 3rd level, you become imbued with the blessings of the spirits, channeled through totems. You can use tauren totems as your spellcasting focus for your shaman spells, and you gain a pool of energy represented by a number of d10s equal to your shaman level.
When you roll damage for a weapon attack or a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to your Wisdom modifier. Roll the spent dice and add them to the damage as radiant damage. If you kill one or more hostile creatures with a spell augmented in this way, you gain temporary hit points equal to the extra damage dealt.
You regain the expended dice when you finish a long rest.
Beginning at 6th level, after you take the Attack action on your turn, you can cast Sacred Flame or one of your Specialization Spells at its lowest level as a bonus action.
Additionally, you can see into the Ethereal Plane out to a range of 60 feet.
At 6th level, you can pull back the ethereal curtain and a hazy fog obscures you while you slip between worlds. You can cast Blink without expending spell slot. When you cast the spell this way, you can still activate your totems at the end of your turn while you are within the Ethereal Plane.
You can use this feature twice, and regain all expended uses after a long rest.
At 14th level, the magic of the Spirit Realm grants you the ability to communicate with the dead, or travel their hidden paths.
After meditating for 10 minutes, you can cast one of the following spells without expending a spell slot: Etherealness, Contact other Plane, or Speak with Dead.
This use of Contact Other Plane is special. You contact an ancestral spirit of yours, and always succeed on your saving throw against this spell.
Once you use this feature, you can't use it again until you finish a long rest.
At 18th level, your connection to the Spirit Realm strengthens, enabling you to manipulate the world from the other side through your totems.
When you cast Blink through your Ethereal Form feature, you may re-roll the d20 once on each of your turns and use either result, transferring to the Ethereal Plane on a successful roll. Whilst there, you gain a special reaction that you can use at the end of any creature's turn except your own. You can use this special reaction only to use one of your totem's abilities, and you can't use it on the same turn that you take your normal reaction.
When you start your turn in the Ethereal Plane, you may immediately spend your movement to traverse the plane. When moving in the Ethereal Plane, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You also ignore all Objects and Effects that aren't on the Ethereal Plane, allowing you to move through Objects you perceive on the Material Plane. When you end this movement, you return to an unoccupied space within 10 feet of you in the Material Plane.