Cure Wounds
1st-level abjuration · 2d8 healing, average 9
9 average healing · 2–16
Roll Cure Wounds
Press a roll button. The dice land here.
Spell details
- Level
- 1st-level
- School
- Abjuration
- Casting time
- Action
- Range
- Touch
- Components
- V, S
- Duration
- Instantaneous
- Classes
- Bard, Cleric, Druid, Paladin, Ranger
Cure Wounds is the big heal, if you can get your hands on the patient
At the table. Cure Wounds heals 2d8 plus your spellcasting modifier, 12 on average with a +3 modifier, and it upcasts by 2d8 (9 average) per slot level. That is half again what Healing Word gives from the same slot. The 2024 rules doubled it: SRD 5.1 had 1d8. Five classes cast it: Bard, Cleric, Druid, Paladin and Ranger.
The choice that matters is action or Bonus Action. Cure Wounds takes your action and needs a touch, so you must walk to the patient and give up your attack or spell that turn. It is the right pick when the fight has paused, when your ally is about to take another beating, or when a Paladin or Ranger stands next to the wounded anyway. When the ally is on 0 Hit Points and far away, Healing Word gets them up for less.
The common mistake is healing in the open. Walking into reach to touch a fallen friend can leave the healer next to the same monster that dropped them. Check who is standing in the square next to the patient before you move.
The human angle. Healers rarely top the damage charts, yet many players pick the role on purpose and love it. Dunn, Aknin and Norton found people who spent money on others reported more happiness than people who spent it on themselves. Cure Wounds is a resource you spend on someone else, face to face, with your hand on their shoulder. DMs, describe the moment the wound closes, not only the number.
Source: Dunn, E. W., Aknin, L. B., & Norton, M. I. (2008). Spending money on others promotes happiness. Science, 319(5870), 1687–1688. doi:10.1126/science.1150952
Cure Wounds healing by level
| Cast at | Dice | Average | Range |
|---|---|---|---|
| 1st slot | 9 | 2–16 | |
| 2nd slot | 18 | 4–32 | |
| 3rd slot | 27 | 6–48 | |
| 4th slot | 36 | 8–64 | |
| 5th slot | 45 | 10–80 | |
| 6th slot | 54 | 12–96 | |
| 7th slot | 63 | 14–112 | |
| 8th slot | 72 | 16–128 | |
| 9th slot | 81 | 18–144 |
The odds of 2d8
| Total | Chance |
|---|---|
| 6 or more | 84% |
| 9 or more | 56% |
| 13 or more | 16% |
| 15 or more | 5% |
Rules text
A creature you touch regains a number of Hit Points equal to plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by for each spell slot level above 1.
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.