# Dreadwing
*[warden](warden.md): Warden Bond*
*Source: Kibbles' Compendium of Legends and Legacies p. 74*
> [!tldr] Class and Feature Progression
>
> <table class="class-progression">
> <thead>
> <tr><th colspan='3'></th></tr>
> <tr class="class-progression"><th class"level">Level</th><th class"pb">PB</th><th class"feature">Features</th></tr>
> </thead><tbody>
> <tr class="class-progression"><td class"level">1st</td><td class"pb">+2</td><td class"feature"><a href='#Bond of the Dreadwing (Level 1)' class='internal-link'>Bond of the Dreadwing</a></td></tr>
> <tr class="class-progression"><td class"level">2nd</td><td class"pb">+2</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">3rd</td><td class"pb">+2</td><td class"feature"><a href='#Intimidating Interdiction (Level 3)' class='internal-link'>Intimidating Interdiction</a>, <a href='#Dragon Breath (Level 3)' class='internal-link'>Dragon Breath</a></td></tr>
> <tr class="class-progression"><td class"level">4th</td><td class"pb">+2</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">5th</td><td class"pb">+3</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">6th</td><td class"pb">+3</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">7th</td><td class"pb">+3</td><td class"feature"><a href='#Dragon Wings (Level 7)' class='internal-link'>Dragon Wings</a></td></tr>
> <tr class="class-progression"><td class"level">8th</td><td class"pb">+3</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">9th</td><td class"pb">+4</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">10th</td><td class"pb">+4</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">11th</td><td class"pb">+4</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">12th</td><td class"pb">+4</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">13th</td><td class"pb">+5</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">14th</td><td class"pb">+5</td><td class"feature"><a href='#Empowered Wings (Level 14)' class='internal-link'>Empowered Wings</a></td></tr>
> <tr class="class-progression"><td class"level">15th</td><td class"pb">+5</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">16th</td><td class"pb">+5</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">17th</td><td class"pb">+6</td><td class"feature"><a href='#Dragon Form (Level 17)' class='internal-link'>Dragon Form</a></td></tr>
> <tr class="class-progression"><td class"level">18th</td><td class"pb">+6</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">19th</td><td class"pb">+6</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">20th</td><td class"pb">+6</td><td class"feature"></td></tr>
> </tbody></table>
^class-progression
## Class Features
### Bond of the Dreadwing (Level 1)
The Dreadwing Warden utilizes and ancient bond that taps into the deeply rooted primal powers that flow within dragonkind. United with the essence of these legendary beings, they embody the draconic virtues of strength, elemental fury, and fear. These Wardens wield the might and majesty of dragons to dominate the battlefield, leaving all that would oppose them in terrified awe of their power.
### Draconic Talons (Level 1)
Starting at 1st level, when you roll initiative or as a bonus action at any time, you can manifest one or both of your hands into draconic talons. You cannot wield weapons or shields in hands that you have morphed into talons, but they can be used to grapple creatures. While you are grappling a creature with a talon, that talon can only attack that creature. The talons last until you dismiss them as a bonus action.
- **Draconic Talons.** A set of draconic talons extending from one of your hands. This becomes a natural one handed melee weapon that deals `d6` slashing damage on hit, and has the Light and Special properties.
- **Special.** This weapon counts as a free hand for the purposes of grappling. When you successfully initiate a grapple with it, the target takes `d6` slashing damage.
### Dragon's Presence (Level 1)
At 1st level, you learn the draconic language, and gain the ability to channel a fragment of the supernatural dread of dragonkind possess, giving you proficiency in the Intimidation skill.
### Innate Magic (Level 1)
Additionally when you select this bond, you gain access to several innate magical abilities by channeling the power of your primal connection.
You gain the following spells at the listed levels, and can cast each spell once without components or spell slots. Once you cast the spell in this way, you cannot cast it again until you complete a long rest. Wisdom is your spellcasting modifier for these spells. You can cast a spell again before completing a long rest by spending 1 + the level of the spell Endurance Dice.
| Warden Level | Innate Spells (1/long rest each) |
|--------------|----------------------------------|
| 1st | [elemental orb](/3-Content/Compendiums/spells/elemental-orb-kt-cll.md) |
| 3rd | [dragon surge](/3-Content/Compendiums/spells/dragon-surge-kt-cll.md) |
| 5th | [elemental exhalation](/3-Content/Compendiums/spells/elemental-exhalation-kt-cll.md) |
| 9th | fly |
| 13th | fear |
| 17th | secret chest |
^warden-level-innate-spells-1-long-rest-each
### Intimidating Interdiction (Level 3)
Starting at 3rd level, your [Primal Interdiction](/3-Content/Compendiums/classes/warden-kt-cll.md#Primal%20Interdiction%20(Level%202)) sparks the primordial fear which dragons invoke in lesser creatures. As a bonus action, you can unleash a wave of supernatural dread, forcing all creatures of your choice within range of your Primal Interdiction to make a Wisdom saving throw with a DC of 8 + your Strength or Wisdom modifier (your choice) + your proficiency bonus.
On failure, a creature becomes Frightened of you until the start of your next turn. On success, a creature does not become Frightened of you, but cannot gain advantage on attack rolls against you until the start of your next turn. Once a creature passes their saving throw against this ability, they automatically pass all saving throws against it for the next minute.
### Dragon Breath (Level 3)
Starting at 3rd level, each time you expend an [Endurance Die](/3-Content/Compendiums/classes/warden-kt-cll.md#Endurance%20Dice%20(Level%202)) you build up elemental energy, storing the expended die in a special pool of charged power for 1 minute. You can have a number of stored dice equal to your proficiency bonus. As a bonus action on your turn, you can unleash all of this stored power in a blast of elemental breath. You expend all dice stored with this feature when you do so. When you gain this feature, select the elemental type of power stored from acid, cold, fire, lightning, or poison.
All creatures of your choice within a 15-foot cone must make a Dexterity saving throw with a DC of 8 + your Strength or Wisdom modifier (your choice) + your proficiency bonus. On a failed save, they take elemental damage of the type selected equal to the amount rolled on the stored dice. On a successful save, they take half as much damage. The size of the cone increases by 15 feet each time your [Primal Interdiction](/3-Content/Compendiums/classes/warden-kt-cll.md#Primal%20Interdiction%20(Level%202)) range increases by 5 feet.
### Dragon Wings (Level 7)
Starting at 7th level, when you manifest your [Draconic Talons](/3-Content/Compendiums/classes/warden-dreadwing-kt-cll.md#Draconic%20Talons%20(Level%201)), you can further channel your power to manifest a pair of draconic wings. Though they cannot lift you to flight, they provide a host of benefits:
- You can jump twice as far and change direction mid-jump by beating your wings.
- You can slow your descent when falling (no action required), falling at 60 feet per round and taking no damage when you land.
- As a reaction, you can expend an endurance die to block damage against a creature within 5 feet of you as if you were blocking damage against yourself.
### Empowered Wings (Level 14)
Starting at 14th level, you can use your [Dragon Wings](/3-Content/Compendiums/classes/warden-dreadwing-kt-cll.md#Dragon%20Wings%20(Level%207)) to fly, gaining a flying speed of 30 feet.
### Dragon Form (Level 17)
Starting at 17th level, when you would manifest your [Draconic Talons](/3-Content/Compendiums/classes/warden-dreadwing-kt-cll.md#Draconic%20Talons%20(Level%201)), you can instead completely turn into a dragon. You gain the benefits of your Draconic Talons and Dragon Wings, but with the following properties:
- **Large Size.** Your size becomes Large, and you gain advantage on Strength (Athletics) checks to grapple creatures smaller than you.
- **Empowered Dragon Breath.** When you use your [Dragon Breath](/3-Content/Compendiums/classes/warden-dreadwing-kt-cll.md#Dragon%20Breath%20(Level%203)), you roll twice the number of stored dice for damage.
- **Extra Natural Weapons.** You gain a Bite and Tail attack, which are natural weapons like your [Draconic Talons](/3-Content/Compendiums/classes/warden-dreadwing-kt-cll.md#Draconic%20Talons%20(Level%201)) and deal the same amount of damage, but change their damage type and replace their special property. The Bite deals piercing damage instead of slashing damage and gains an additional 1d8 elemental damage (matching your [Dragon Breath](/3-Content/Compendiums/classes/warden-dreadwing-kt-cll.md#Dragon%20Breath%20(Level%203)) damage type) in place of the special property, and the Tail deals bludgeoning damage instead of piercing damage and gains the reach property in place of the special property.
- **Empowered Weapons.** Your natural weapons deal one additional die of damage while transformed this way.
- **Dragon Dread.** Creatures frightened by your [Intimidating Interdiction](/3-Content/Compendiums/classes/warden-dreadwing-kt-cll.md#Intimidating%20Interdiction%20(Level%203)) become frightened for 1 minute instead. Frightened creatures can repeat the saving throw against the frightened condition at the end of each of their turns, ending the effect on success.
You can maintain this form for up to 10 minutes, after which you must return to your normal form. You return to your original form early if you fall unconscious, or you can end the form early as an action. Once you assume this form, you cannot assume it again until you complete a long rest.