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Heal

Evocation
Level: 6th-level
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
Components: V, S

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

Spell Details

School: Evocation
Level: 6
Ritual: No
Concentration: No
Classes: Cleric, Druid
S-Tier Massive single-target healing with utility riders makes it the premier 6th-level healing spell, far outpacing lower-level alternatives.

Player Guide

Use Heal to bring a critical ally back into the fight with 70 HP—enough to stabilize most encounters. The blindness/deafness/disease cures provide exceptional utility against debilitating conditions that disable rather than damage. Cast it reactively when an ally drops low or proactively to remove conditions before they cascade into party wipes. Position yourself to stay in range (60 feet) while maintaining cover, as the spell requires sight but not line of effect.

DM Tips

Heal's disease removal can trivialize certain adventure hooks—consider immunity or rare diseases that require narrative solutions. The spell's 60-foot range and sight requirement often position casters as targets; encourage tactical positioning before combat begins.