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.


