Skip to Content

Cure Wounds 5e D&D Guide [2023]

Cure Wounds 5e D&D Guide [2023]

The quintessential healing spell, Cure Wounds, offers up old comfort in the new edition.

It is made available to a few more classes than in previous editions, making it readily available through a variety of sources and a staple for any adventuring group.

The rules for Cure Wounds are found in the Players Handbook on page 230.

Cure Wounds 5e

Evocation 1st Level

Casting Time: 1 Action

Range: Touch

Components: V, S

Duration: Instantaneous

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.

The rules for Cure Wounds identify the spell as a touch-based healing magic. It grants a small 1d8 base plus spell casting modifier amount of healing to any creature.

It also specifically points out that it cannot be used to heal or damage undead and constructs.

Should I Cast Cure Wounds?

Cure Wounds is a classic healing spell. Some version of this spell can be found in just about every RPG on the planet. The effects of the spell bolsters an ally’s health to allow them to carry on fighting.

The real question, though, is whether or not giving up an attack or action to help an ally is worth it. In most cases, the answer, surprisingly, is no.

The benefits of Cure Wounds are largely overshadowed by nostalgia and fall short of being truly impactful.

Early on, Cure Wounds can restore an ally to full health, which could be the difference between life and death. The characters are more niche, and spell slots are incredibly limited, so using a healing spell dramatically reduces the casters impact in the battle.

This can make a character feel useless if an enemy can cancel out the benefits of the spell in one turn.

For example, the fighter stands toe-to-toe with a goblin. The fighter starts off the combat with 12 hit points. The goblin wields a short sword that does 1d6+1 damage.

A few unlucky rolls in, the fighter goes down to 2 hit points. The group looks to the cleric for a cast of Cure Wounds on the fighter.

Cure Wounds at level 1 heals 1d8+modifier (+3 in this case). If the cleric casts the spell and rolls average (4), the fighter will heal 7 (roll 4+ modifier 3) hit points.

This concludes the clerics turn. The next turn, the goblin hits again. It is possible for the goblin to deal 7 damage on a straight roll. This makes the spell casting a wash.

It could be argued that the cleric should attack the goblin. The character then has the ability to neutralize the threat and keep the fighter alive.

Since Cure Wounds is a touch spell, the cleric still needs to move in close. Removing the threat and then regaining hit points with a potion or on a short rest might be best.

Hot Tip
The importance of healing spells greatly relies on the availability of potions. If the party has multiple potions of healing, the spells are less important because the potions are effectively the same thing but do not use the casters action. If potions are few and far between, it puts more importance on healing spells and which ones are best.

Who Gets Cure Wounds?

In 5e, multiple classes have the ability to use Cure Wounds. This is significantly different compared to other generations.

Previously the role of party healer defaulted to the cleric class. Now multiple classes can step in to help keep party members alive.

The base classes that have access to cure wounds are the Artificer, Bard, Cleric, Druid, Paladin, and Ranger. The need for a cleric in a party to have balance is significantly diminished. However, it does allow the cleric to dabble in other spells more frequently.

In addition to the base classes, there are also a few subclasses that get access to Cure Wounds. The Divine Soul Sorcerer, Celestial Warlock, and the Mark of Healing Dragonmark have the ability to take and cast it as well.

Bottom Line
The cleric class should not necessarily be looked at as the healer for the group anymore. This often left a sour taste for the class in previous iterations. The odds are good that there will be a potential healer in every party, even if it is only in a pinch. This allows the cleric to tap into really powerful spells without thinking about saving some spell slots just to heal up teammates in every fight.

Cure Wounds vs. Healing Word

The addition of spells like Healing Word has dramatically reduced the benefit of Cure Wounds. The best use of Cure Wounds or any healing spell with a roll is to keep allies alive only when they go down.

In this instance, it only takes 1 point of healing to get someone back on their feet.

Comparing Cure Wounds to Healing Word side by side is the best way to see which is better.

Cure Wounds

  • Heal 1d8+Mod (+1d8 per level above 1)
  • Touch based
  • Takes an action
  • Verbal and Somatic Components

Healing Word

  • Heal 1d4+Mod (+1d4 per level above 1)
  • 30 Foot Range
  • Takes a Bonus Action
  • Verbal Components

Comparing the two spells in this manner makes it easy to see which one is the better choice, provided the goal is to keep allies alive.

Remember, it only takes 1 point of magical healing to keep someone in the fight or acting normally using the standard rules.

This means a healer can cast Healing Word and take an action while keeping themselves out of danger if need be. This is just not possible with Cure Wounds.

Hot Tip
The comparison of Cure Wounds to Healing Word is intended for classes that have that choice. The list of casters with access to Healing Word is significantly smaller than the list of those who can use Cure Wounds. The comparison also assumes the character benefitting from the spell can heal themselves additionally on their own turn or avoid damage until the encounter ends.

Final Thoughts

Cure Wounds is a classic spell, but the changes made in 5e make it feel borderline useless sometimes. It is probably best used as a self-healing option in desperate situations.

The addition of healing abilities to numerous classes has diminished the overall need for the cleric to be the group “healer,” but it has also created the opportunity for the cleric to grow as one of the more powerful classes in the game.

They have access to an enormous spell list full of powerful spells. So, feel free to play a cleric without feeling shoehorned into being “just a healer.”

Top 20 Best Cleric Spells in D&D 5e [Ranked]

Thursday 23rd of March 2023

[…] Cure Wounds is not the flashiest or the most powerful healing spell in the game. It is, however, one of the spells the party is going to rely on the Cleric to have. The 1st level spell heals 1d8+mod and increases at higher level casts. It is a mid-combat lifesaver. […]

Levitate 5e D&D Guide [2023]

Wednesday 22nd of March 2023

[…] Using levitate as a spell against larger creatures will be a waste of a spell. Use it as a supportive spell or switch it out for a more versatile spell like sanctuary or cure wounds. […]

Top 20 Best Artificer Spells in D&D 5e [Ranked]

Friday 17th of March 2023

[…] a character that revolves around utility, Cure Wounds shouldn’t be forgotten (unless you’re an Alchemist), as it’ll be the best way to […]

Healing Spirit 5e D&D Guide [2023]

Monday 13th of February 2023

[…] spells to Healing spirit include Healing Word, Goodberry, Cure Wounds, and Greater […]

Top 20 Best Bard Spells 5e [2022]

Thursday 5th of January 2023

[…] staple for the Cleric class, Cure Wounds should be on the Bards prepared spells as well. A 1st level spell that can literally be the […]