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Cure Wounds

Evocation
Level: 1st-level
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Components: V, S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Spell Details

School: Evocation
Level: 1
Ritual: No
Concentration: No
Classes: Bard, Cleric, Druid, Paladin, Ranger
C-Tier Out-of-combat healing utility with limited action economy value in fights; healing word is superior for the same spell slot.

Player Guide

Use Cure Wounds between encounters or during extended short rests to preserve hit dice and healing potions. In combat, only cast if you have spare actions and enemies are far away—the touch requirement and action cost make it risky compared to ranged healing alternatives. Prioritize healing allies who are conscious and below half health to maximize preventative value.

DM Tips

Cure Wounds shines during exploration and dungeon crawls where short rests occur; limit its combat effectiveness by positioning enemies to punish the caster's need to approach. Consider enemy healing spells with similar mechanics to balance party resources.