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 is a 2nd-level spell available to clerics that creates a magical bond between the caster and a chosen ally. The spell lasts for an hour and requires both the caster and the target to wear a pair of platinum rings worth at least 50 GP. Once cast, the spell grants the target several benefits, including resistance to all damage and advantage on saving throws against spells and other magical effects.
While Warding Bond is a powerful spell, some argue it comes with significant drawbacks. The caster also takes damage whenever the ally does, effectively splitting the damage between the two of them. Furthermore, if the caster dies while the spell is still in effect, the ally takes damage equal to the caster's remaining hit points. In situations where the caster is already low on health, casting the spell could be quite risky.
Overall, Warding Bond remains a useful spell for clerics looking to protect their allies, especially during long battles or encounters with powerful magical opponents. However, careful consideration should be given to the risks involved before casting it, as the caster could end up doing more harm than good.
Warding Bond is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Warding Bond Pathfinder edition. Want to use Warding Bond in a VTT (virtual tabletop)? Try out SendingStone for free today!
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