Healing Word

1st-level abjuration · 2d4 healing, average 5

5 average healing · 2–8

Roll Healing Word

Press a roll button. The dice land here.

Spell details

Level
1st-level
School
Abjuration
Casting time
Bonus Action
Range
60 feet
Components
V
Duration
Instantaneous
Classes
Bard, Cleric, Druid

Healing Word is the best 1st-level heal because it brings a friend back into the game

At the table. Healing Word restores 2d4 plus your spellcasting modifier as a Bonus Action, at 60 feet, with a Verbal component only. With a +3 modifier that averages 8 Hit Points. Cure Wounds heals more (12 average with the same modifier) but costs your action and needs a touch. The 2024 rules doubled both dice: in SRD 5.1, Healing Word was 1d4 and Cure Wounds 1d8.

The choice that matters is when you cast it. A creature at 0 Hit Points is out of the fight, and any healing brings it back. Two points and twenty points get the same result: they stand, they act on their turn. So the strongest use of Healing Word is the pick-up. Wait until an ally drops, then speak one word from across the room and keep your action for a spell or attack.

The common mistake is topping up. Spending a slot to lift a Fighter from 30 to 38 Hit Points rarely changes anything; the monster's next hit will take it back. Heal the person on the floor, not the person with a scratch.

The human angle. Being unconscious means sitting out. The dice keep rolling and the story goes on without you. Eisenberger, Lieberman and Williams found that being left out of a simple ball-tossing game activated brain regions linked to physical pain. A player on 0 Hit Points, rolling death saves while everyone else fights, is being left out in a small way. Healing Word ends that in a Bonus Action. It is the spell that says "you're still with us". For more on why the table itself helps people, read The Psychology of Play: Why D&D Heals.

Source: Eisenberger, N. I., Lieberman, M. D., & Williams, K. D. (2003). Does rejection hurt? An fMRI study of social exclusion. Science, 302(5643), 290–292. doi:10.1126/science.1089134

Healing Word healing by level

Cast atDiceAverageRange
1st slot52–8
2nd slot104–16
3rd slot156–24
4th slot208–32
5th slot2510–40
6th slot3012–48
7th slot3514–56
8th slot4016–64
9th slot4518–72

The odds of 2d4

2: 6.25%3: 12.50%4: 18.75%5: 25.00%6: 18.75%7: 12.50%8: 6.25%
2chance of each total for 2d48
TotalChance
4 or more81%
5 or more63%
7 or more19%

Rules text

A creature of your choice that you can see within range regains Hit Points equal to plus your spellcasting ability modifier.

At higher levels. 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.