Warding Bond
2024 Rules
- Level & School
- 2nd-level abjuration
- Casting Time
- Action
- Range
- Touch
- Components
- V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration)
- Duration
- 1 hour
- Classes
- Cleric, Paladin
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.
2014 Rules
- Level & School
- 2nd-level abjuration
- Casting Time
- Action
- Range
- Touch
- Components
- V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
- Duration
- 1 hour
- Classes
- Cleric
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
Warding Bond 5.5e 2024 vs. 5e 2014 edition differences
Warding Bond popularity
Warding Bond is a seldom chosen level 2 spell. Choosing it adds a unique option to your spellbook.
- Bottom 25% level 2 Cleric spell
- Bottom 25% level 2 Paladin spell
Spells similar to Warding Bond
Shield of Faith 1st-level abjuration
It’s a low‑level cleric/paladin spell that grants a direct bonus to a creature’s AC for a duration, making it a close mechanical analogue.
Aid 2nd-level abjuration
Both are second‑level abjuration spells used by divine casters to bolsters allies for an extended time rather than dealing damage.
Barkskin 2nd-level transmutation
It’s another touch spell that improves a target’s survivability by changing their defenses for an hour, so players often pick it for similar protective purposes.
Protection from Energy 3rd-level abjuration
Though one level higher, it grants damage resistance to a target for up to an hour, matching Warding Bond’s core idea of absorb/mitigate incoming harm.
Death Ward 4th-level abjuration
This abjuration spell is used by the same classes to keep a single ally alive by preventing a fatal drop in hit points, serving a similar protective niche.