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
How popular is Warding Bond? It is a commonly found spell in the game, and is often chosen over other options when available. This spell is a reliable addition to any spellbook.
- Top 50% of all 5e spells
- Top 50% picked level 2 Cleric spell
- Bottom 50% of all level 2 spells
- Bottom 50% picked level 2 Paladin spell
Spells similar to Warding Bond
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.
Players prefer Aid over Warding Bond
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.
Players prefer Death Ward over 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.
Players prefer Shield of Faith over Warding Bond
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.
Players prefer Warding Bond over Barkskin
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.
Players prefer Warding Bond over Protection from Energy