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Mass Cure Wounds

Conjuration
Level: 5th-level
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
Components: V, S

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 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 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Spell Details

School: Conjuration
Level: 5
Ritual: No
Concentration: No
Classes: Bard, Cleric, Druid
A-Tier Excellent action economy and healing for multiple allies, but requires concentration and works best outside combat.

Player Guide

Cast Mass Cure Wounds before or after combat when your party is clustered together, as concentrating during active combat limits your offensive options. Position yourself centrally to maximize the 30-foot radius coverage of up to six targets, making it ideal for healing after ambushes or before anticipated fights. The spell excels at stabilizing multiple allies simultaneously but should typically be prepared during short rests rather than burned mid-combat unless your party has dedicated action economy.

DM Tips

Mass Cure Wounds is preventative medicine—encourage casters to use it strategically between encounters rather than burning a 5th-level slot mid-combat. Consider encounter design where parties anticipate damage and can prepare, making this spell feel rewarding rather than desperate.