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 atDiceAverageRange
1st slot92–16
2nd slot184–32
3rd slot276–48
4th slot368–64
5th slot4510–80
6th slot5412–96
7th slot6314–112
8th slot7216–128
9th slot8118–144

The odds of 2d8

2: 1.56%3: 3.13%4: 4.69%5: 6.25%6: 7.81%7: 9.38%8: 10.94%9: 12.50%10: 10.94%11: 9.38%12: 7.81%13: 6.25%14: 4.69%15: 3.13%16: 1.56%
2chance of each total for 2d816
TotalChance
6 or more84%
9 or more56%
13 or more16%
15 or more5%

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.