Warding Bond
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.
At a Glance
Level
2nd
School
Abjuration
Casting Time
1 action
Range
Touch
Duration
1 hour
Concentration
No
How Warding Bond Works
| Casting Time | 1 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 |
Available to:
Common Mistakes
Common Mistake
Forgetting you take the same damage as the target
Common Mistake
Not considering that resistance halves the target's damage but you take full damage
Common Mistake
Forgetting the 60-foot range limitation
Common Mistake
Not having the 50 gp platinum rings available
DM Tips
DM Tip
High risk, high reward protection spell
DM Tip
Best used on squishy allies who don't take much damage
DM Tip
You effectively take more total damage than if the target didn't have resistance
DM Tip
Can be deadly for the caster if used carelessly
Frequently Asked Questions
Sources & Further Reading
- Warding Bond — D&D 5e Wikidot — Full SRD text
- Warding Bond — Roll20 Compendium — Structured reference
- Warding Bond — D&D Beyond — Official digital reference