Cure Wounds

1st level Evocation
Casting Time
1 Action
Range
Touch
Duration
instantaneous
Components
V
S
Class
Bard
Paladin
Cleric
Druid
Ranger
Artificer

Spell Description

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.

1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Damage Dice 1d8 2d8 3d8 4d8 5d8 6d8 7d8 8d8 9d8
Min Damage 1 2 3 4 5 6 7 8 9
Average Damage 4.5 9 13.5 18 22.5 27 31.5 36 40.5
Max Damage 8 16 24 32 40 48 56 64 72
Lvl Dice Min Avg Max
1st 1d8 1 4.5 8
2nd 2d8 2 9 16
3rd 3d8 3 13.5 24
4th 4d8 4 18 32
5th 5d8 5 22.5 40
6th 6d8 6 27 48
7th 7d8 7 31.5 56
8th 8d8 8 36 64
9th 9d8 9 40.5 72

Is Cure Wounds Good?

Overall Rating: Green. This means that cure wounds is a good spell.

Overall Notes: Healing is important so pick it up if you think you’ll need it.

Class Specific Ratings for Cure Wounds

Alchemist artificer: You already get access to healing through healing word and your elixirs, so only pick this up if you're going to be the party's dedicated healer.

The Celestial warlock: A staple healing spell that is very unusual for Warlocks to possess. Unfortunately, it’s touch and costs a full action. Scales well with levels.