Game Guides

Cure Wounds 5E Guide

Cure Wounds 5E guide: touch heal Action economy, upcasting, and when Healing Word is the better combat choice.

Edition note: This guide targets 2014 5E (legacy PHB-style rules). If your table uses the 2024 Player's Handbook, confirm wording, class lists, and any renamed features before locking a build.

Cure Wounds is the classic touch heal. As an Action, you touch a creature and restore hit points equal to a healing die roll plus your spellcasting modifier — bigger burst than Healing Word, but it costs your Action and requires touch range.

This Cure Wounds 5E guide covers combat vs downtime use and upcasting.

Spell Level: 1st
Spell Type: Evocation
Casting Time: 1 Action
Range: Touch
Component Requirements: Verbal, Somatic
Duration: Instantaneous
Class: Bard, Cleric, Druid, Paladin, Ranger
At Higher Levels: Extra healing dice per slot above 1st

How does Cure Wounds work?

Touch a creature; it regains hit points (typically 1d8 + your spellcasting ability modifier at 1st level). Higher slots add more dice.

Cure Wounds vs Healing Word

Cure Wounds Healing Word
Action Action Bonus action
Range Touch 60 feet
Dice Larger Smaller

In combat, Healing Word usually wins for yo-yo picks. Out of combat or when you can afford the Action beside an ally, Cure Wounds restores more HP per slot.

Frequently Asked Questions

Can Cure Wounds stabilize at 0 HP?

Any healing that restores hit points wakes a creature at 0 HP and stops death saves.

Does it heal constructs or undead?

Check your exact printing. Some heals exclude undead/constructs; many tables use the text in your book as written.

Should every Cleric prepare both?

Usually yes until higher-level mass heals take over.