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 at | Dice | Average | Range |
|---|---|---|---|
| 1st slot | 5 | 2–8 | |
| 2nd slot | 10 | 4–16 | |
| 3rd slot | 15 | 6–24 | |
| 4th slot | 20 | 8–32 | |
| 5th slot | 25 | 10–40 | |
| 6th slot | 30 | 12–48 | |
| 7th slot | 35 | 14–56 | |
| 8th slot | 40 | 16–64 | |
| 9th slot | 45 | 18–72 |
The odds of 2d4
| Total | Chance |
|---|---|
| 4 or more | 81% |
| 5 or more | 63% |
| 7 or more | 19% |
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.